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[PATCH] NZP Unofficial Patch 1.0.5.1

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276NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Sat Apr 30, 2016 2:44 am

Naievil

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Already in place for solid brushes, but now bullet decals show up on the explosive barrels


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@dr_mabuse wrote:good job Smilez

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277NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Sun May 01, 2016 11:50 am

Idk if it's already fixed but the phd flooper does not protect you from explosions.


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278NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Sun May 01, 2016 4:38 pm

Naievil

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@anass-nzp125 wrote:Idk if it's already fixed but the phd flooper does not protect you from explosions.

I've never touched flopper, I'll add this in now!


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@dr_mabuse wrote:good job Smilez

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279NZP Demo Neat updates! on Mon May 02, 2016 1:34 pm

Updates look pretty cool. I wonder how the dolphin dive will map out on the psps restricted button config...

Muzzle flash looks really realistic!

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280NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Wed May 04, 2016 4:16 pm

Naievil

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Nazi Zombies Portable Unofficial Patch version 1.0.5


Alright everyone,

Thank you for all of your patience and recommendations with this project, it means a lot. 
I would like to thank everyone that has contributed an idea or bug as it has solidified the game's fluidity and flow. 

At this point in time, I would like introduce the Nazi Zombies Portable Unofficial Patch version 1.0.5. 

We have a SIGNIFICANT amount of changes, so much that the game doesn't feel like the original version. Most bugs have been squashed. An extensive amount of testing has been put into this version so we can eliminate all bugs for your enjoyment.

Here is a list of the major changes:

- Added Pack-a-Punch 
- Finalized all regular weapons, including their respected PAP versions (Explosive/Flame/Wonder weapons are still to be fixed, but they are usable)
- Bouncing Betties
- UI Improvements
- Elevators
- Warehouse updates (easter egg, PAP, etc., zombie spawns that work outside of the first room)
- A-nub movement (see below)
- Removed achievements (fixes Round 5 crash)
- Custom Radio Sounds
- Weapon buying text can be hidden
- Teddy bears that remove targets (much like on Wahnsinn on Beta)
- Procore Game Mode
- Gun Game Game Mode (see below)
- Introduction text (edited BY map maker)
- Endgame entity (to end game by buying it)
- In-game scoreboard (accessed by pause menu)
- Unfinished 3rd person player animations


Unfortunately, I will not be releasing a copy with Dolphin Diving, despite the fact that it's an anticipated feature. It is "included" in the source, but no calls are present (or commented out). It is not fully finished, and I am not going to release a buggy copy.

A-Nub Movement

You are able to use the updated version of a-nub movement in the release by setting the value "0" to in_analog_strafe.

To do this, open "config.cfg" and go to "in_analog_strafe" and edit the "0" to be a "1". You can do this without needing a new EBOOT or anything special besides a text editor. 


Gun Game Game Mode


Selectable from the main menu, this game mode is much like the game mode associated with the multiplayer versions of Call of Duty. The game features a system where one of a select few of guns (determined by me for the most fun) will be provided for the user at the beginning of a round. Upon finishing the round, they will receive a new weapon. For all purposes, you will an infinite amount of magazines to reload from. 

Within this game mode, buying weapons from a wall will be disabled. This does include grenades. Using the mystery box is disabled and the model is actually removed from the level. 

Starting at round 15, your weapons will become Pack-a-Punched, and will remain to be Pack-a-Punched after 15 round. You will still be given a newer, Pack-a-Punched version of the original guns you are randomly generated. 

The game also has a callable nuke system...where every 1 minute, by double tapping select, the game can call a nuke to destroy any zombies within the level for 1500 points. 

This game mode is intended to be a challenge. I wanted to make a fun, silly game for this patch and I hope it suffices. 


The Issue


Understandably, using ripped content from other games is a no-no for most homebrew games. This game at its current state has evolved to include these World at War sounds in order to "emulate" a World at War feel. 


I do pick a side in using ripped content, and therefore I will be releasing two versions of the game: one with these ripped sounds, and another version where the sounds are restored to their ones featured in the original release from December 2014. 


You are free to pick whichever version you choose, as they both have the same program updates outside of sound differences. 


Downloads


So at this time I would like to thank you again for helping this come about, and here are your results! Thank you for playing.

Nazi Zombies Portable 1.0.5 Clean (original sounds)

Nazi Zombies Portable 1.0.5 Dirty (ripped sounds)

Nazi Zombies Portable 1.0.5 Source Code

Mappers! You can find the "updated" MAPPING .fgd file in the source code



Last edited by Naievil on Fri May 20, 2016 9:29 am; edited 2 times in total


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@dr_mabuse wrote:good job Smilez

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281NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Wed May 04, 2016 4:21 pm

true nightmare

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Gun Game? Sweet!

Are you able to update the first post? Message me if no


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282NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Wed May 04, 2016 4:23 pm

Naievil

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@true nightmare wrote:Gun Game? Sweet!

Are you able to update the first post? Message me if no

Just did. Thanks for offering though!

I will be posting writeups of all the new things that I have implemented for map makers and how to create them respectively


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@dr_mabuse wrote:good job Smilez

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283NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Wed May 04, 2016 5:02 pm

Naievil

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Updates for Map Makers


Hiding "Press and Hold to buy xxx" Text

Right click and select the properties of your buy_weapon_touch and select the first spawnflag:



Rotating brushes (move about origin of map only)

Create a brush of any kind (works with a group as well) and create an entity from it (ctrl+t) and name the entity "func_rotating"



To edit the speed, make a value named "speed" and add the numerical value you wish to it (default is 100 if you don't add one)

To make it go in reverse, select the second spawnflag

To revolve around different axis', just select the corresponding spawnflag.

If you select to have your brush be solid, you are able to be hit by it, and it is ALSO able to screw with the zombie's waypointing.




Custom Radio Players

Create a new entity and name it "item_radio_player", and add a new key to be "targetsound" and write whichever sound you wish to use for the radio to play. These radios HAVE to be selected by the user.



If you do not wish to have the radio display text, do not touch any spawnflags. If you do want it to display text, hit "Display text" in the spawnflags.




Removable Brushes via shooting a Teddy

If you wish to remove brushes by shooting a teddy, you can do so by creating an entity called "teddy_spawn" and naming a target.

To add the target, add a "target" key and then give any name to your target (targetteddytoremove for example) as the value.

The target MUST be a brush, so create a new brush and name it "func_wall". Add a new key that is the name you assigned for your teddy's target, and set the value to it as well.




Elevators

Create a brush that you wish to be associated with an elevator (whether this be a platform, or a group that LOOKS like an elevator. Tie it to an entity (ctrl + t) and set a value for "plat_height" so that you can move somewhere. BY DEFAULT, an elevator will begin at the top (if the value for plat_height" is > 0, if it < 0, then you start at the bottom and will go up)

You can set a custom speed as well by editing the "speed" key.




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@dr_mabuse wrote:good job Smilez

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284NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Wed May 04, 2016 5:11 pm

Naievil

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Two updates I have included in 1.0.5 that I never commented on:

We first have a brand new "low ammo" flashing icons



Next we have included the pause menu scoreboard


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@dr_mabuse wrote:good job Smilez

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285NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Thu May 05, 2016 1:07 pm

Are there other maps that work well with this patch other than NDU and Warehouse?

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286NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Thu May 05, 2016 4:51 pm

Naievil

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@ADZIE95 wrote:Are there other maps that work well with this patch other than NDU and Warehouse?

Regular Warehouse is unfortunately broken, which I swear I checked, but that's not the point.

The point of gun game was to reduce lag on all maps, fun fact.

- Woodhut
- Corner


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@dr_mabuse wrote:good job Smilez

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287NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Thu May 05, 2016 5:21 pm

are there plans on including new weapons?

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288NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Thu May 05, 2016 5:24 pm

Naievil

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@ADZIE95 wrote:are there plans on including new weapons?

I released this patch 24 hours ago. Since then I have not worked on anything.

No new weapons besides ones I have models for that are given to me by the NZP team.


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@dr_mabuse wrote:good job Smilez

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289NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Thu May 05, 2016 5:50 pm

@Naievil wrote:

I released this patch 24 hours ago. Since then I have not worked on anything.

No new weapons besides ones I have models for that are given to me by the NZP team.

yeah i was wondering if anyone on the NZP team was designing new weapons, other than maps.

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290NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Fri May 06, 2016 10:19 am

Nice work ! I'll get you a new map soon if i can to play with this great update !


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291NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Mon May 09, 2016 8:19 am

dr_mabuse

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Seems like Powerswitch is still pushing you thru the map... I cant believe that this old bug is still in the game :/


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292NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Tue May 10, 2016 12:49 am

Naievil

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It wanted to clarify that this was a combination of a mapping bug combined with a qc bug...nevertheless both issues have been addressed


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@dr_mabuse wrote:good job Smilez

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293NZP Demo Surprise B*tches. on Mon May 16, 2016 8:07 am

Well, you guys certainly have been busy while I've been gone. It's nice to see that this community is still going strong.




Q: Will the 'no texture' thing be fixed? I don't want to be running around and be blinded with NO TEXTURE etched into my eyeballs.


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294NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Mon May 16, 2016 10:20 am

Naievil

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So I'm going to just be honest and say that I have absolutely no idea what you're talking about...


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@dr_mabuse wrote:good job Smilez

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295NZP Demo love it on Tue May 17, 2016 6:30 am

jardo420


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can sum 1 make a really fast map with pap plz lol

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296NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Tue May 17, 2016 12:24 pm

dr_mabuse

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Do it yourself...


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297NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Tue May 17, 2016 1:40 pm

mofu23

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@jardo420 wrote:can sum 1 make a really fast map with pap plz lol

You could easily just make a square room with a pack a punch and everything else with no effort at all.


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298NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Tue May 17, 2016 1:42 pm

Naievil

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@mofu23 wrote:

You could easily just make a square room with a pack a punch and everything else with no effort at all.

expect a map in the next hour with this exactly


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@dr_mabuse wrote:good job Smilez

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299NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 on Thu May 19, 2016 8:57 am

Would you be able to make a "soundless" version, one that doesn't load any sounds to RAM, because some of us don't use sound when we play, and it'd increase load times, and cut out a bit of the random stuttering while playing.


Also: don't try to PaP the M1911


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300NZP Demo thx on Fri May 20, 2016 7:09 am

i changed the in_mlook to "0" but no luck in activating a-nub movement. I used notepad if that matters. Thx so much for this i thought for sure this game dead until i found this.

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