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[PATCH] NZP Unofficial Patch 1.0.5.1

+40
Erick3003lel
Cleggsisonline
Douch_Dagger
Derped_Crusader
MotoLegacy
BCDeshiG
Call16-Podolski
retebonzo
Naievil
Cabbietaco
Leonestar
fdd2blk
vd100
Vaati
slugparty
mogolico
PsycoMutt
Dunker12345
true nightmare
Mc_Callum_99
brdgamemaster
anass-nzp125
redwolf150
SilverFox
Piffey
xnick2222x
FRiiZY_DuDE
ADZIE95
ScatterBox
jardo420
seniormeatbox
I Got Gun Skillz
SNC_PRODIGY
WillWow
blubswillrule
anubiz
PerikiyoXD
dr_mabuse
mofu23
JavierMaki
44 posters

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251NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Tue Mar 15, 2016 12:39 am

Naievil

Naievil
Staff
Staff

Doing some new things with the ammo. It's now more like WAW:

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 X7EgpCd

Spaced out more for single shots, and condensed for auto weapons

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 XPbeuJi

I still have to fix the machine guns to make them wrap around so don't get too excited.

http://Naievil.tk

252NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Tue Mar 15, 2016 3:02 pm

Naievil

Naievil
Staff
Staff

As I mentioned above, I fixed the looping with the ammo display:

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 F6U79Ye

This has no noticeable effect on hardware performance either

http://Naievil.tk

253NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Wed Mar 16, 2016 7:32 am

dr_mabuse

dr_mabuse
Administrator
Administrator

I have also a code made for getting a WaW-styled ammocounter, but its very big (especially for MGs) xD

254NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Thu Mar 17, 2016 4:15 pm

Naievil

Naievil
Staff
Staff

I have been working on a nice neat "empty shell" texture to display given a certain ammunition level and shots fired:

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 F4DpqXg

At that same time, however, the coding logic is complex...and combined with the fact that I want to save SOME bit of RAM, I'm not going to have this appear for automatic weapons. Sorry :/

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 5SUQlWU


And likewise, here's my code. It's all one big loop:

Code:
qpic_t *shell;
  int maglen;
  int x_offset;
  int x_dir;
  int backshellnum;
  qpic_t *emptyshell;
  int shelldiff;
  
  y_value = vid.height - 16;
  x_offset = 0;
  x_dir = 1;
  
  maglen = cl.stats[STAT_CURRENTMAG];
  backshellnum = getWeaponMag(cl.stats[STAT_ACTIVEWEAPON]);
  
  shell = Draw_CacheImg ("gfx/hud/shell");
  emptyshell = Draw_CacheImg ("gfx/hud/empty_shell");
  
  if (GetLowAmmo(cl.stats[STAT_ACTIVEWEAPON], 1) >= cl.stats[STAT_CURRENTMAG])
    shell = Draw_CacheImg ("gfx/hud/low_shell");
    
  shelldiff = backshellnum - maglen;

  while (maglen > 0)
   {
    if (cl.stats[STAT_ACTIVEWEAPON] == 0 || cl.stats[STAT_ACTIVEWEAPON] == 1 || cl.stats[STAT_ACTIVEWEAPON] == 2 || cl.stats[STAT_ACTIVEWEAPON] == 4 || cl.stats[STAT_ACTIVEWEAPON] == 8 || cl.stats[STAT_ACTIVEWEAPON] == 10 || cl.stats[STAT_ACTIVEWEAPON] == 11 || cl.stats[STAT_ACTIVEWEAPON] == 12 || cl.stats[STAT_ACTIVEWEAPON] == 13 || cl.stats[STAT_ACTIVEWEAPON] == 17 || cl.stats[STAT_ACTIVEWEAPON] == 19 || cl.stats[STAT_ACTIVEWEAPON] == 21 || cl.stats[STAT_ACTIVEWEAPON] == 23 || cl.stats[STAT_ACTIVEWEAPON] == 28 || cl.stats[STAT_ACTIVEWEAPON] == 29 || cl.stats[STAT_ACTIVEWEAPON] == 30 || cl.stats[STAT_ACTIVEWEAPON] == 31 || cl.stats[STAT_ACTIVEWEAPON] == 34 || cl.stats[STAT_ACTIVEWEAPON] == 36 || cl.stats[STAT_ACTIVEWEAPON] == 42 || cl.stats[STAT_ACTIVEWEAPON] == 43 || cl.stats[STAT_ACTIVEWEAPON] == 47 || cl.stats[STAT_ACTIVEWEAPON] == 49 || cl.stats[STAT_ACTIVEWEAPON] == 50 || cl.stats[STAT_ACTIVEWEAPON] == 51)
      x_offset = x_offset + 4;
    else
    {
      x_offset = x_offset + 3;
      if ((x_offset >= 100 && x_offset <= 200) || (x_offset > 298))    
        x_dir = -1;    
    }
    if (x_dir == 1)
      Draw_Pic (vid.width - 44 - x_offset, y_value, shell);
    else if (x_offset >= 100 && x_offset <= 200)
      Draw_Pic (vid.width - 245 + x_offset, y_value - 9, shell);
    else if (x_offset > 200 && x_offset <= 298)
      Draw_Pic (vid.width + 154 - x_offset, y_value - 18, shell);
    else
      Draw_Pic (vid.width - 443 + x_offset, y_value - 27, shell);

    maglen = maglen - 1;
 }
  
 while (shelldiff > 0)
 {
  if (cl.stats[STAT_ACTIVEWEAPON] == 0 || cl.stats[STAT_ACTIVEWEAPON] == 1 || cl.stats[STAT_ACTIVEWEAPON] == 2 || cl.stats[STAT_ACTIVEWEAPON] == 4 || cl.stats[STAT_ACTIVEWEAPON] == 8 || cl.stats[STAT_ACTIVEWEAPON] == 10 || cl.stats[STAT_ACTIVEWEAPON] == 11 || cl.stats[STAT_ACTIVEWEAPON] == 12 || cl.stats[STAT_ACTIVEWEAPON] == 13 || cl.stats[STAT_ACTIVEWEAPON] == 17 || cl.stats[STAT_ACTIVEWEAPON] == 19 || cl.stats[STAT_ACTIVEWEAPON] == 21 || cl.stats[STAT_ACTIVEWEAPON] == 23 || cl.stats[STAT_ACTIVEWEAPON] == 28 || cl.stats[STAT_ACTIVEWEAPON] == 29 || cl.stats[STAT_ACTIVEWEAPON] == 30 || cl.stats[STAT_ACTIVEWEAPON] == 31 || cl.stats[STAT_ACTIVEWEAPON] == 34 || cl.stats[STAT_ACTIVEWEAPON] == 36 || cl.stats[STAT_ACTIVEWEAPON] == 42 || cl.stats[STAT_ACTIVEWEAPON] == 43 || cl.stats[STAT_ACTIVEWEAPON] == 47 || cl.stats[STAT_ACTIVEWEAPON] == 49 || cl.stats[STAT_ACTIVEWEAPON] == 50 || cl.stats[STAT_ACTIVEWEAPON] == 51)
     Draw_Pic (vid.width - 44 + ((shelldiff + backshellnum - 1) * 4) - (backshellnum *8), y_value, emptyshell);
    
    shelldiff--;
 }

Note that this does reference another function GetWeaponMag that's normally in the QC but I shoved it into the engine because of this. I also have to cleanup the ACTIVEWEAPON stats and just do a case function for it as well.

.tga textures for the shells are 8bitpp btw, 2*9px

In addition to this, I coded text into the restart menu:

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 SKGhs6u

And one more update: The main menu now shows the classic menu image when we escape from a custom map.

http://Naievil.tk

255NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Thu Mar 17, 2016 6:19 pm

Derped_Crusader

Derped_Crusader
Member
Member

Dude, this is amazing, keep up the amazing work!

http://ikill4fun32.com

256NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Fri Mar 18, 2016 10:33 pm

Naievil

Naievil
Staff
Staff

I really appreciate the good comments...thank you a lot.

I haven't had time to correct the put IN animation...but here's the put-out:

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 VLomm5Z

http://Naievil.tk

BCDeshiG

BCDeshiG
Member
Member

Waiting ages for the glitch that crashes the game at round 5 to be fixed.

258NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Thu Mar 24, 2016 4:27 pm

Naievil

Naievil
Staff
Staff

BCDeshiG wrote:Waiting ages for the glitch that crashes the game at round 5 to be fixed.

Use patch 1.0.4 instead of 1.0.4.1

Patch 1.0.5 introduces a lot. I want to keep the bugs away.

http://Naievil.tk

259NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Thu Mar 24, 2016 10:17 pm

Naievil

Naievil
Staff
Staff

The M1 Garand still looks like crap, but at least it got a better skin?

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 Aac00d4

http://Naievil.tk

260NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Sun Mar 27, 2016 4:46 am

Mc_Callum_99



Any ideas on when 1.0.5 will be released?
Also, happy Easter guys.

261NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Sun Mar 27, 2016 11:37 am

Naievil

Naievil
Staff
Staff

Hi, welcome to the forums. Please read our rule about double posting.

I will not be releasing 1.0.5 until a lot of the bugs are squished. I do not have a release date.

http://Naievil.tk

262NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Sun Mar 27, 2016 6:24 pm

Mc_Callum_99



Thanks for the reply. I'll read the rules.

263NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Fri Apr 01, 2016 1:53 am

Naievil

Naievil
Staff
Staff

Thought I'd post a new update...

Reintroducing hardcore mode:

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 QGDeMuw

Just as always, we have a menu to select which mode we would like to play, which brings us into this fork.

A result of the "Regular" mode is just the normal gameplay. Selecting "Hardcore" will eliminate crosshairs, points, grenades, and other UI elements:

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 Pb29aXi

No status on release. I'm busy.


Edit: Just to clarify, this mode is actually called Procore, not hardcore.

http://Naievil.tk

264NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Fri Apr 01, 2016 9:56 am

Derped_Crusader

Derped_Crusader
Member
Member

Naievil wrote:

Just to clarify, this mode is actually called Procore, not hardcore.

Is it even harder than hardcore? is that's why it's "Procore"? or do you get payed when you play in that mode because you're pro?

http://ikill4fun32.com

265NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Fri Apr 01, 2016 10:03 am

Naievil

Naievil
Staff
Staff

ikill4fun32 wrote:Is it even harder than hardcore? is that's why it's "Procore"? or do you get payed when you play in that mode because you're pro?


Procore == Hardcore mode, at least in Beta. I'm just going by what Beta had for its name. I would fix the screenshots but...nah

http://Naievil.tk

266NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Fri Apr 01, 2016 4:49 pm

ADZIE95

ADZIE95

Naievil wrote:Thought I'd post a new update...

Reintroducing hardcore mode:

A result of the "Regular" mode is just the normal gameplay. Selecting "Hardcore" will eliminate crosshairs, points, grenades, and other UI elements:

No status on release. I'm busy.


Edit: Just to clarify, this mode is actually called Procore, not hardcore.

I'm guessing zombies kill you in one hit on hardcore mode?

267NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Fri Apr 01, 2016 4:51 pm

Naievil

Naievil
Staff
Staff

I considered that, but I am just thinking about removing all perk machines from the map along with the new mode

http://Naievil.tk

268NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Sun Apr 03, 2016 4:32 pm

true nightmare

true nightmare
Administrator
Administrator

Naievil wrote:I considered that, but I am just thinking about removing all perk machines from the map along with the new mode

Just half the points earned, simple xD

https://www.youtube.com/user/turenightmare

269NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Wed Apr 13, 2016 2:04 am

Naievil

Naievil
Staff
Staff

I guess I should post an update

I've been working on muzzleflashes:

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 EJtebhi

I managed to develop the no-brainer technique to get muzzleflashes working for all old weapons with a pretty easy trick...only downside is having the flash sometimes not follow the weapon when aiming out.

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 I0EuatH

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 Jh0pysI

ALSO, you can see a kick change fix in the PPSH now

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 OOSRbUu

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 3ief72Q

http://Naievil.tk

270NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Sat Apr 16, 2016 4:36 am

Naievil

Naievil
Staff
Staff

More with muzzleflashes...


[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 3eo0UrQ

Now I added PAP ones...they're NOT good enough though

so THIS IS SUBJECT TO CHANGE


There are also other things I've changed but don't want to show them right now thanks

http://Naievil.tk

271NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Sat Apr 16, 2016 3:21 pm

Naievil

Naievil
Staff
Staff

I'm an idiot and forgot about something critical in muzzleflashes so

I fixed the issue I was having with it showing in weird places while zooming in and out:

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 NNJHTsA

http://Naievil.tk

272NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Tue Apr 19, 2016 1:59 am

Naievil

Naievil
Staff
Staff

This post is more of a tease than an update.

I hope to not spoil the surprise but I have something pretty big planned hopefully for 1.0.5.

In other news, you will be unable to use the PAP machine if you are on procore mode.

http://Naievil.tk

273NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Fri Apr 29, 2016 8:41 pm

Naievil

Naievil
Staff
Staff

Forum has been pretty dead. Mostly because I'm hiding my new things.

Guess you can have this though:

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 DWk4dkY

I'm not sure why we didn't add this earlier...

http://Naievil.tk

274NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Fri Apr 29, 2016 9:12 pm

mofu23

mofu23
Mapper
Mapper

Same

275NZP Demo Re: [PATCH] NZP Unofficial Patch 1.0.5.1 Fri Apr 29, 2016 11:16 pm

Naievil

Naievil
Staff
Staff

Hope to move the output model a bit back more but it's fine

[PATCH] NZP Unofficial Patch 1.0.5.1 - Page 11 46pWZrR

Also firing a weapon without ammo (reserve or current) will switch your weapon unless you dont have ANYTHING

http://Naievil.tk

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