January 2024 Update Report

NZP Team | Nazi Zombies: Portable |

Call of Duty: Zombies Quake demake "NZ:P" has been released for PlayStation Portable/VITA/3DS/Windows Mac Linux users.

Post news Report RSS January 2024 Update Report

Something something, it (was) january! here's all the super cool stuff you missed.

Introduction
This post can also be found on GitHub Discussions.

Apologies for the delay
Real life has begun taking over again and this month has mostly consisted of me in maintenance mode; fixing bugs and working through some things on my to-do list! That doesn't mean there wasn't exciting content though :).

Recently I've received much love on Patreon, for which I extend a huge thank you! Even if things slow down a little bit I promise that all contributions received here will receive my full consideration and time commitment.

Official Support has been given for NZ:P Beta Maps.

Hooray! Compatibility between classic maps from the "Beta" (2011) era and all platforms has finally been realized! A lot of work went into getting this out the door; I tested each map individually while developing + implementing a major build component to accommodate most maps efficiently and adequately. Please be aware, though, this system may still have issues due to individual construction decisions on some maps; these issues may or may not be mitigated depending on core/architectural game differences - either way I am very pleased with results regardless!

Enhancements for Standard Quake Entities (s)

Mappers rejoice! Functional_door entities now boast enhanced and fixed behaviors allowing them to better fit your levels, including supporting opening Waypoints! No more using killtarget hacks on these entities (func_wall killtarget hacks are now obsolete!).

Enhancements to Weapon Systems.

  • I have undertaken quite an intensive cleanup and feature restoration process on New Zealand:P's Weapon Core. Here are the key highlights:
  • Weapon Spread now increases over time when Hip Firing occurs
  • Some internal core systems are currently undergoing migration towards data-driven implementations in preparation for custom weapon support in the near future :).
  • General Code Cleanup- Sniper Sway was recently added back into FTEQW; I forgot it had been missing for so long!
  • Wonder Weapons no longer provide the Pack-A-Punch fire sound effect.
  • Switch ADS mode was updated and made less broken.

Co-Op Players now have the ability to identify when someone is typing or pausing their game, helping determine when assistance might be required.

FTE View-Model Rewrite

Our FTE View Model Rewrite has completely revised how View Models are rendered and implemented within CSQC, impacting you directly in many ways:

  • Fixes an interpolation bug when switching models
  • Accurate walking and sprint bobbing when compared with other platforms
  • Unified Weapon Definitions for Aim Down Sight positions.
  • Removes issues associated with playing at low frame-rates Viewmodel "slacks off", meaning it must catch up to fast camera movement, to become fully interactive.

I also decided to incorporate the subtle Aim bobbing effect onto other platforms as well, for added effect :). Everyone benefited from my effort :).

As part of my efforts to streamline networking performance in CSQC's implementation, I enhanced its Game Over fade system so as to be more modular allowing QCs to specify fade types, durations, colors etc. which allowed for both an initial fading in of game elements as well as proper Nuke Power-Up flash!

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