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[PATCH] NZP Unofficial Patch 1.0.5.1

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201NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Thu Jan 28, 2016 2:25 pm

Naievil

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@Douch_Dagger wrote:also the bug i get is that all the textures are turned black and white, and i can't export it

I think that's because you may be using wads instead of halflife wads. Jackhammer had an update recently though, be sure to check it out


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@dr_mabuse wrote:good job Smilez

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202NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Thu Jan 28, 2016 3:04 pm

umm... i have an idea for something, not sure if you guys are going to be up to. what if you can create Cut Scenes for in-game, like a starting cut scene when starting in a map, or a cutscene after doing an easter egg, or cutscene when all players die/ the game ends?


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I like my Zombies Lively Undead.

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203NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Fri Jan 29, 2016 3:16 am

Naievil

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In-game cutscenes are being explored via Quake "demo's" which are supposed to play in the background.

Close to finished Dolphin diving WinkeyWink



Just need to finish the speed of the player as they hit the ground. No longer am I plagued by the fact that changing the Z angle of a player fucks with the dive length :^)


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@dr_mabuse wrote:good job Smilez

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204NZP Demo Controls on Sat Jan 30, 2016 8:19 am

Hi. In the originally released NZ:P Demo I would turn on A-Nub strafing and assign x, circle, square, triangle to the controls look down, look right, look left, look up so it worked as sort of C-Stick and more closely resembled that of an actual Nazi Zombies game and its controls. But in the Unofficial Patch you're not able to assign x, circle, square, triangle to the controls look down, look right, look left, look up, as far as I know. So I was wondering if any of the forum's members could inform me on whether or not I'm able to do this or if this could be patched into the game because it's a great control scheme and it would be a shame if it was removed in the Unofficial Patch. Thanks in advance.

-Piffey

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205NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Sat Jan 30, 2016 3:33 pm

Naievil

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Staff
@Piffey wrote:                  Hi. In the originally released NZ:P Demo I would turn on A-Nub strafing and assign x, circle, square, triangle to the controls look down, look right, look left, look up so it worked as sort of C-Stick and more closely resembled that of an actual Nazi Zombies game and its controls. But in the Unofficial Patch you're not able to assign x, circle, square, triangle to the controls look down, look right, look left, look up, as far as I know. So I was wondering if any of the forum's members could inform me on whether or not I'm able to do this or if this could be patched into the game because it's a great control scheme and it would be a shame if it was removed in the Unofficial Patch. Thanks in advance.

-Piffey

Due to a widespread bug in all Quake mods for the PSP, analog strafing is disabled because it overrides the player's default speeds we assigned.

Unless a few certain devs were to figure it out, I'm not going to do anything with it until the game as a whole is complete


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@dr_mabuse wrote:good job Smilez

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206NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Sun Jan 31, 2016 9:28 am

One last thing. With the buttons plugin, which allows you to assign the Home button to a control, are you able to stop the actual "Do you want to quit the game?" menu from popping up, or is that something I'm just going to have to put up with? Again, thanks in advance.

-Piffey

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207NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Sun Jan 31, 2016 9:43 pm

@Naievil wrote:Close to finished Dolphin diving WinkeyWink


Wait, i just realized this. Doesn't making dolphin dive a thing also mean you have to make crouch/prone a thing too?


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I like my Zombies Lively Undead.

NZP Hamachi Network:Lets play¡  Password:play
Steam:Revnova
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208NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Sun Jan 31, 2016 11:21 pm

Naievil

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@Piffey wrote:One last thing. With the buttons plugin, which allows you to assign the Home button to a control, are you able to stop the actual "Do you want to quit the game?" menu from popping up, or is that something I'm just going to have to put up with? Again, thanks in advance.

-Piffey

As a patch developer I have nothing to do with the plugin. You may want to check your configuration for that. Can't help you there.

@Douch_Dagger wrote:Wait, i just realized this. Doesn't making dolphin dive a thing also mean you have to make crouch/prone a thing too?

WinkeyWink

no actually, I don't have to.


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@dr_mabuse wrote:good job Smilez

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209NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Mon Feb 01, 2016 3:09 am

@Naievil wrote:no actually, I don't have to.

Really? so you're going to make it so after you dolphin dive, you stand back up right away?


____________________________________________________________________________________________________
I like my Zombies Lively Undead.

NZP Hamachi Network:Lets play¡  Password:play
Steam:Revnova
Youtube: https://www.youtube.com/channel/UCgHZmFFhYA6EuDN8wdo9Oag
Intrests:Zombie Murdering, and Horror
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210NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Mon Feb 01, 2016 11:17 am

Naievil

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@Douch_Dagger wrote:Really? so you're going to make it so after you dolphin dive, you stand back up right away?

No, I can just hang out on the floor, but as soon as double tap triangle, I'm back to my original view


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@dr_mabuse wrote:good job Smilez

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211NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Wed Feb 03, 2016 12:17 pm

Naievil

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Staff
Misc. but nice addition, we brought back the "Reload" text to display when a user's ammo is low.


This was already added, but the Unofficial Patch apparently disabled it for some reason. Thanks Blubs!


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@dr_mabuse wrote:good job Smilez

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212NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Wed Feb 03, 2016 7:55 pm

On the final patch we can't get over round 5 ,and the problem might be in the achievement thing ,first i thought it was a problem in my final map but i tried in Ndu and it's the same thing.And there can be something in the final patch that stopping my map to work on psp.But you're doing great in the patch keep up the good work Smilez !


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213NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Wed Feb 03, 2016 8:04 pm

Naievil

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@anass-nzp125 wrote:On the final patch we can't get over round 5 ,and the problem might be in the achievement thing ,first i thought it was a problem in my final map but i tried in Ndu and it's the same thing.And there can be something in the final patch that stopping my map to work on psp.But you're doing great in the patch keep up the good work Smilez !

We know Smilez we removed that achievement's bug from occurring Smilez just use 1.0.4 for now. It's fixed on the main build.


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@dr_mabuse wrote:good job Smilez

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214NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Wed Feb 03, 2016 8:56 pm

@Naievil wrote:

We know Smilez we removed that achievement's bug from occurring Smilez just use 1.0.4 for now. It's fixed on the main build.

Ok thanks Smilez !


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215NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Thu Feb 04, 2016 3:23 pm

FRiiZY_DuDE

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This is becoming 2 spooky 4 me.


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216NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Sun Feb 07, 2016 1:23 am

Naievil

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Double reloading for upgraded Trench Gun (: as well as single reload when it's 9/10.

Also the bug that has ruined NZP many times over has been forever squished ;)


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@dr_mabuse wrote:good job Smilez

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217NZP Demo controls on Fri Feb 12, 2016 9:30 am

quick question. i just put this on my psp and im wondering is there a way to change to where instead of using the analog stick(or a-nub i think) to move around instead of using it to look around

like is there something i can do? cause ive always played it with using the analog stick to move around

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218NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Fri Feb 12, 2016 10:06 am

Naievil

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@xnick2222x wrote:quick question. i just put this on my psp and im wondering is there a way to change to where instead of using the analog stick(or a-nub i think) to move around instead of using it to look around

like is there something i can do? cause ive always played it with using the analog stick to move around

Since you move around the map at pretty much the speed of light with the analog stick, and there's no option to run, we disabled it.


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@dr_mabuse wrote:good job Smilez

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219NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Fri Feb 12, 2016 1:25 pm

So there is nothing i can do? Even with the source code?

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220NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Fri Feb 12, 2016 1:50 pm

Naievil

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@xnick2222x wrote:So there is nothing i can do? Even with the source code?

I mean...anything's possible with the source code...however since I fixed the light-speed issue in this next patch I'll consider re-adding it. Until then, however, please consider using the updated control scheme. I know that moving around with the stick was nice, but having the stick to look around makes it much cleaner for aiming.

SO sorry, here's what you do.

Go to the base nzp folder and find "config.cfg" and delete all/paste this in:

Code:
bind "ESCAPE" "togglemenu"
bind "UPARROW" "+grenade"
bind "DOWNARROW" "+knife"
bind "LEFTARROW" "+reload"
bind "RIGHTARROW" "+switch"
bind "SELECT" "+use"
bind "TRIANGLE" "+lookup"
bind "CIRCLE" "+right"
bind "CROSS" "+lookdown"
bind "SQUARE" "+left"
bind "LTRIGGER" "+aim"
bind "RTRIGGER" "+attack"
bind "PAUSE" "pause"
binddt "TRIANGLE" "+forward %i; impulse 23;"
m_side "0.8"
m_forward "1"
m_yaw "0.022"
m_pitch "0.022000"
in_y_axis_adjust "5.000000"
in_x_axis_adjust "10.000000"
in_analog_strafe "1.000000"
in_disable_analog "0"
acceleration "1.0"
tolerance "0.25"
in_aimassist "1"
in_mlook "0.000000"
sensitivity "7"
cl_truelightning "1"
cl_lightning_zadjust "0"
lookstrafe "0"
lookspring "0"
_cl_name "Default"
_snd_mixahead "0.1"
bgmtype "none"
bgmvolume "0.687500"
volume "0.200000"
r_particle_count "2048"
r_decal_explosions "1"
r_decal_sparks "1"
r_decal_bullets "1"
r_decal_blood "1"
r_flametype "2"
r_bounceparticles "1"
r_model_brightness "1"
r_part_muzzleflash "1.000000"
r_explosiontype "0"
r_part_flies "1.000000"
r_part_lightning "1.000000"
r_part_flames "1.000000"
r_part_lavasplash "1.000000"
r_part_blobs "1.000000"
r_part_telesplash "1.000000"
r_part_blood "1.000000"
r_part_gunshots "1.000000"
r_part_spikes "1.000000"
r_part_sparks "1.000000"
r_part_trails "1.000000"
r_part_explosions "1.000000"
r_laserpoint "0"
cl_loadmapcfg "0"
r_showtris_full "0"
r_polyblend "1"
r_showbboxes_full "0"
r_waterwarp "1"
r_loadq3models "0"
r_skycolor "64 64 70"
r_fastsky "0"
r_i_model_transform "1"
r_i_model_animation "1"
r_retro "1.000000"
r_mipmaps_bias "-7"
r_mipmaps_func "2"
r_mipmaps "0.000000"
r_vsync "0.000000"
r_particles_simple "1.000000"
r_tex_scale_down "1.000000"
r_wateralpha "0.200000"
r_mirroralpha "1"
r_waterripple "2"
r_detail_mipmaps_bias "-6"
r_detail_mipmaps_func "2"
r_detail_mipmaps "1"
r_detail "0"
r_caustics "1"
r_skydis "2560"
r_skyfog "1"
r_texcompr "5"
r_restexf "0"
r_partalpha "0.8"
r_hlbsponly "0"
scr_coloredtext "1"
r_dithering "1.000000"
scr_loadscreen "1"
fov "64.999992"
accesspoint "1"
_config_modem_hangup "AT H"
_config_modem_init ""
_config_modem_clear "ATZ"
_config_modem_dialtype "T"
_config_com_modem "1"
_config_com_baud "57600"
_config_com_irq "4"
_config_com_port "0x3f8"
gl_subdivide_size "128"
saved4 "0"
saved3 "0"
saved2 "0"
saved1 "0"
savedgamecfg "0"
cl_maxfps "30.000000"
show_fps "0.000000"
gamma "1.000000"
crosshair "1.000000"



Last edited by Naievil on Mon Feb 15, 2016 3:17 pm; edited 1 time in total


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@dr_mabuse wrote:good job Smilez

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221NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Sat Feb 13, 2016 10:26 pm

@Naievil wrote:


SO sorry, here's what you do.

Go to the base nzp folder and find "config.cfg" and delete all/paste this in:

thankuthankuthanku! you're the best

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222NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Sun Feb 14, 2016 11:29 pm

Hi. I deleted config.cfg's old text and replaced it with what you suggested. The a-nub strafing worked, but I'm not able to change the x, circle, square, triangle to looking around, so I'm stuck with strafing at the moment. Any suggestions? Thanks in advance.

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223NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Mon Feb 15, 2016 3:18 pm

Naievil

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@Piffey wrote:Hi. I deleted config.cfg's old text and replaced it with what you suggested. The a-nub strafing worked, but I'm not able to change the x, circle, square, triangle to looking around, so I'm stuck with strafing at the moment. Any suggestions? Thanks in advance.

I just updated the other code, but use this one now instead. Sorry about that!

Code:
bind "ESCAPE" "togglemenu"
bind "UPARROW" "+grenade"
bind "DOWNARROW" "+knife"
bind "LEFTARROW" "+reload"
bind "RIGHTARROW" "+switch"
bind "SELECT" "+use"
bind "TRIANGLE" "+lookup"
bind "CIRCLE" "+right"
bind "CROSS" "+lookdown"
bind "SQUARE" "+left"
bind "LTRIGGER" "+aim"
bind "RTRIGGER" "+attack"
bind "PAUSE" "pause"
binddt "TRIANGLE" "impulse 23;"
m_side "0.8"
m_forward "1"
m_yaw "0.022"
m_pitch "0.022000"
in_y_axis_adjust "5.000000"
in_x_axis_adjust "10.000000"
in_analog_strafe "1.000000"
in_disable_analog "0"
acceleration "1.0"
tolerance "0.25"
in_aimassist "1"
in_mlook "0.000000"
sensitivity "7"
cl_truelightning "1"
cl_lightning_zadjust "0"
lookstrafe "0"
lookspring "0"
_cl_name "Default"
_snd_mixahead "0.1"
bgmtype "none"
bgmvolume "0.687500"
volume "0.200000"
r_particle_count "2048"
r_decal_explosions "1"
r_decal_sparks "1"
r_decal_bullets "1"
r_decal_blood "1"
r_flametype "2"
r_bounceparticles "1"
r_model_brightness "1"
r_part_muzzleflash "1.000000"
r_explosiontype "0"
r_part_flies "1.000000"
r_part_lightning "1.000000"
r_part_flames "1.000000"
r_part_lavasplash "1.000000"
r_part_blobs "1.000000"
r_part_telesplash "1.000000"
r_part_blood "1.000000"
r_part_gunshots "1.000000"
r_part_spikes "1.000000"
r_part_sparks "1.000000"
r_part_trails "1.000000"
r_part_explosions "1.000000"
r_laserpoint "0"
cl_loadmapcfg "0"
r_showtris_full "0"
r_polyblend "1"
r_showbboxes_full "0"
r_waterwarp "1"
r_loadq3models "0"
r_skycolor "64 64 70"
r_fastsky "0"
r_i_model_transform "1"
r_i_model_animation "1"
r_retro "1.000000"
r_mipmaps_bias "-7"
r_mipmaps_func "2"
r_mipmaps "0.000000"
r_vsync "0.000000"
r_particles_simple "1.000000"
r_tex_scale_down "1.000000"
r_wateralpha "0.200000"
r_mirroralpha "1"
r_waterripple "2"
r_detail_mipmaps_bias "-6"
r_detail_mipmaps_func "2"
r_detail_mipmaps "1"
r_detail "0"
r_caustics "1"
r_skydis "2560"
r_skyfog "1"
r_texcompr "5"
r_restexf "0"
r_partalpha "0.8"
r_hlbsponly "0"
scr_coloredtext "1"
r_dithering "1.000000"
scr_loadscreen "1"
fov "64.999992"
accesspoint "1"
_config_modem_hangup "AT H"
_config_modem_init ""
_config_modem_clear "ATZ"
_config_modem_dialtype "T"
_config_com_modem "1"
_config_com_baud "57600"
_config_com_irq "4"
_config_com_port "0x3f8"
gl_subdivide_size "128"
saved4 "0"
saved3 "0"
saved2 "0"
saved1 "0"
savedgamecfg "0"
cl_maxfps "30.000000"
show_fps "0.000000"
gamma "1.000000"
crosshair "1.000000"


____________________________________________________________________________________________________
@dr_mabuse wrote:good job Smilez

View user profile http://Naievil.tk

224NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Mon Feb 22, 2016 2:35 am

Naievil

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Staff
Staff
Been about a week since an update, so here's something I coded like 5 minutes ago:

- Endgame function: players can now trigger the game to end by buying this entity. So...it's just a buyable ending. Right now it doesn't subtract from your points since the game is ending, so why would we care if it takes away points...? So I'm not sure what the deal is there...someone that plays WAW custom maps can answer if it does or not. Regardless you can set your own amounts to what you want the cost to be and they will display as a centerprint.


As you can see, the buyable ending gave us a few seconds to walk around before ending the game (though it killed all of the zombies when we purchased it). More tweaking is required since it took about 4 minutes.

I've been too busy making a map for 1.0.5 to have anyways so sorry about not having updates!


- Naievil


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@dr_mabuse wrote:good job Smilez

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225NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Wed Feb 24, 2016 8:24 am

3amazed5me. greetings dude, you got the game almost complete.


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NZP Unofficial Patch Developer
----------
Be sure to check NZP:Unofficial Patch thread here.

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



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