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NZP "Reborn" Bugs / Issues

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1 NZP "Reborn" Bugs / Issues on Wed Feb 18, 2015 11:16 am

dr_mabuse

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All NZP "Reborn" Bugs / (post yours too if you found some):

- the perk machines light is way too bright. needs to be downscaled.
- perk drinking anim has wrong model (@jukki: its still the milk carton lel xD)
- waypoint system seems to be broken (accordign to frizzys thread theres an issue with names)
- Even with waypoints zombies just seems to get stuck in the floor on custom maps with a "fall animation frame".
- The quick revive just put you down with normal speed and with a normal pistol and when you are revived it take off your guns and give you a pistol.


TIPS FOR FIXING BUGS BY YOURSELF:

- make sure the cvar "r_texcompr" is ALWAYS set to 5. If you still get crashings try "r_texcompr" value 1.
This enables the DXT1 compression for textures which saves alot of RAM, but disables some semi-transparent sprites.

- Dont use too much big textures on maps / custom models. Keep them under 128x128 if possible.



Last edited by dr_mabuse on Mon Feb 23, 2015 11:54 am; edited 2 times in total


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2 Re: NZP "Reborn" Bugs / Issues on Sun Feb 22, 2015 8:14 am

_The quick revive just put you down with normal speed and with a normal pistol and when you are revived it take off your guns and give you a pistol

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3 Re: NZP "Reborn" Bugs / Issues on Sun Feb 22, 2015 2:55 pm

dr_mabuse

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added to the list.
i also found out that alot of features were just disabled like the lighting reflection on models (which i cant understand...)


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4 Re: NZP "Reborn" Bugs / Issues on Sun Feb 22, 2015 3:45 pm

it gives you back your guns but you are at normal speed and with a normal pistol sorry i just retest it now

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5 Re: NZP "Reborn" Bugs / Issues on Mon Feb 23, 2015 1:43 pm

mabuse where i can find the cvar "r_texcompr" i can't find it ?

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6 Re: NZP "Reborn" Bugs / Issues on Thu Feb 26, 2015 11:52 pm

mofu23

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Mapper
Mapper
post this fix for falling zombies.


put your map above the x,y,z axis.


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7 Re: NZP "Reborn" Bugs / Issues on Thu Mar 26, 2015 9:31 am

There is no double tap


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8 Re: NZP "Reborn" Bugs / Issues on Tue Apr 07, 2015 10:10 pm

- the perk machines light is way too bright. needs to be downscaled.

just the Quick Revive. Fixed at NZP Unofficial patch 1.0.2 release.

Ill add Proofs cause i remember something happened one time with some person at some place...

PROOF->


- perk drinking anim has wrong model (@jukki: its still the milk carton lel xD)

fixed. PROOF->




VeryHappy

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9 Re: NZP "Reborn" Bugs / Issues on Wed Apr 08, 2015 5:14 am

FRiiZY_DuDE

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Quick Revive's light is fine if the power is on the map.

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10 Re: NZP "Reborn" Bugs / Issues on Fri Apr 10, 2015 6:47 am

Did you saw the difference with and without? its insane... You can check it at Unofficial Patch screenshots

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11 Re: NZP "Reborn" Bugs / Issues on Sun May 10, 2015 10:47 pm

blubswillrule

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Game Developer
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I hopped on nzp a few days ago and went bug tracking/fixing for some major issues.
I fixed the following bugs:

-"Even with waypoints zombies just seems to get stuck in the floor on custom maps with a "fall animation frame". " This is now fixed.
-Fixed another issue with zombies flying upwards after they spawn on occasion (doubt anyone ran across this one).

-The muzzleflash being slightly off of the tip of the gun when looking left/right is also now fixed.

-Redid the aim assist to now aim at whatever is closest to your crosshairs, it's not based on distance anymore. I.E. Crawler is at your feet but you're looking at a zombie 20m away? You'll lock onto the zombie.

-I've begun to work on a fix for sky fog not matching the fog on bsp models. No ETA for that fix, it's kind of a complex issue.

-Waypoint mode's "Save waypoints" pause menu option only worked if you exit the pause menu. (If you hit "Save waypoints" and quit from the menu, it didn't do anything. Really frustrating when you waypoint a map and quit only to have it not save your work. Made the "Save Waypoints" option auto-exit the pause menu and save.

-Included some good to know impulse commands visible in the pause menu for people to not have to remember them.

-Started to remake the zombie jog with arms forward animation (the quality of that animation always bothered me).

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12 Re: NZP "Reborn" Bugs / Issues on Mon May 11, 2015 1:59 pm

Nice to see you blubs !

So the release of nzp demo 1.1 is coming soon, with the fixed bugs ? VeryHappy

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13 Re: NZP "Reborn" Bugs / Issues on Tue May 12, 2015 6:01 am

blubswillrule

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@anass-nzp125 wrote:Nice to see you blubs !

So the release of nzp demo 1.1 is coming soon, with the fixed bugs ? VeryHappy

Sad to say I've still not switched over to NZP full time, as I'm still juggling my other non-NZP related activities, but I've simply decided to be more active on these forums and with the community Smilez

Jukki and I have no set plans at the moment, but with summer fast approaching anything can happen!
However, I sure would like to get a bug fixing patch out to you guys, I know how much it hurts custom mapping when there are mapper-unfriendly bugs :\

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14 Re: NZP "Reborn" Bugs / Issues on Tue May 12, 2015 12:41 pm

Thank you for announcing that there will be a patch soon VeryHappy

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15 Re: NZP "Reborn" Bugs / Issues on Thu Jul 02, 2015 12:25 pm

Naievil

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This is for the .fgd, for which I forgot to tell Blubs about the last time he was here:


Line 281 lists the PTRS's wepid as 29, where it should be 19.

Of course we can do this ourselves...so be sure to do this!


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16 Re: NZP "Reborn" Bugs / Issues on Sun Jul 05, 2015 2:02 am

@blubswillrule wrote:

Sad to say I've still not switched over to NZP full time, as I'm still juggling my other non-NZP related activities, but I've simply decided to be more active on these forums and with the community Smilez

Jukki and I have no set plans at the moment, but with summer fast approaching anything can happen!
However, I sure would like to get a bug fixing patch out to you guys, I know how much it hurts custom mapping when there are mapper-unfriendly bugs :\


Had no idea you guys still weren't in summer break yet XD


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17 Re: NZP "Reborn" Bugs / Issues on Mon Jul 06, 2015 1:50 pm

blubswillrule

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....well some bad news is that I am now in summer break, but I'm taking a full regular semester load of classes this summer, so I am twice as busy as I am during a regular semester... FML xD

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18 Re: NZP "Reborn" Bugs / Issues on Mon Jul 06, 2015 3:34 pm

;-; please do a sourcecode release Frown


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Be sure to check NZP:Unofficial Patch thread here.

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Naievil @ 2015-07-08 18:25 wrote:Nazi Zombies Portable is so much more than a fucking game.



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19 Re: NZP "Reborn" Bugs / Issues on Mon Jul 06, 2015 4:36 pm

Naievil

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@PerikiyoXD wrote:;-; please do a sourcecode release Frown

Wait, what? He released the source..you should know that the best lol

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20 Re: NZP "Reborn" Bugs / Issues on Sat Jul 11, 2015 8:02 pm

WillWow

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I AM SPECIAL!
Oh and this time around, I hope default quake map entities like ambient sounds and platforms work. I've had to use really primitive solutions in the past, so making them work should be a thing.


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WHY IT NOT WORK?

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21 Re: NZP "Reborn" Bugs / Issues on Mon Jul 27, 2015 10:52 pm

Naievil

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Does anyone have a suggestion/glitch to add to the upcoming 1.03 Unofficial patch? If so, please leave your comment so we can eliminate the bug!

Right now we have a few bugs nailed out, not as big as the bugs that Blubs was talking about, but still. Next up in the pipeline is the select icon (or the icon assigned to "use") showing up when "then power must be turned on", and after that is the ability to buy perks/weapons while drinking a perk.


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@dr_mabuse wrote:good job Smilez

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