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Nazi zombies portable released

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Postby Jukki » Mon Dec 27, 2010 9:57 am

ok thanks. Will remeber that next time ;)
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Postby Baker » Tue Dec 28, 2010 6:03 am

I've started to play this and this is some good stuff.

I downloaded the Windows version that uses DarkPlaces. Eventually, I'll try the PSP version but my PSP flash memory stick is rather crammed with my development stuffs.

Gripes: the default keys are a bit weird and I don't seem to move at full speed. And when it asks if I want to buy whatever you called what looks like a shotgun, what do I do to say "yes"? I pressed several different keys and couldn't figure out how to buy the gun.

Other notes: from your PSP screenshots ... which may not be up-to-date ... it looks like you need the ability to do better alpha masked 2D textures and I have that stuff written for ProQuake PSP but unreleased just say the word and I'll do an update within 48 hours of the legacy codebase. I tend to bounce around in my interests and developmental focus and for obvious reasons have been working to make a universal and simple framework for all of the ... sigh ... 15 builds of ProQuake ... and I have a somewhat guilty feeling in the sense that I have a lot of unreleased cool stuff but unfortunately with limited time I can't do everything I want simultaneously. At risk of the ultimate unfocused paragraph, I've been perturbed with 64-bit Linux and Windows 7 64-bit and I tend to stop all forward motion to attack things like that which really tick me off. /End long unfocused spaghetti paragraph

From the little I've had the chance to play so far, I am very impressed by this mod. I loved the Zombies breaking through the wooden barriers to attack.

Addition question out of curiosity: is the DarkPlaces that is renamed an unmodified DarkPlaces using sophisticated game data to rework stuff like the menu? My fear is no. If so, that's ok and not a criticism of the game, I'm just a bit curious from the perspective of engine design versus real-world practicality. DarkPlaces has a ton of features, but if in the end they aren't easily accessible and documented to modders and they end up just altering the engine code instead that means something.
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Postby ceriux » Tue Dec 28, 2010 6:21 am

baker just walk into the wall where its at and press the use button.

mines F i think it might be the default
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Postby Baker » Tue Dec 28, 2010 6:58 am

For the Windows download ...

1) It is imperative that expected keys do what you think. ALL the arrow keys should work as movement keys. Up arrow = forward, back = back pedal. Right and left should turn right and left.

2) The default speed is a turtle crawl [ok ... not turtle crawl ... some slugs move faster]. This is bad. The average ignorant player isn't going to have a remedy for this ... I myself pulled up the console and typed +speed which largely resolved the issue.

3) Like Ceriux suggested, I tried the F key to buy the gun. It didn't work [and I verified via the console with "bind f" that it is, in fact, bound to use]. Make sure whatever the "buy" key is works and maybe include in the message.

Additional advise: winning is everything. Moddb makes it a huge pain in the ass to copy an image -- stupid Flash wrapper there tries to prevent such a thing. Make 1 or 2 screenshots of the best presentation of the mod, upload them anywhere so someone who wants to pimp your work has something to work with.

I'm rooting your mod. And I want to play it. This is some high quality shiznit. I recommend you polish it up and quickly do a Windows alpha re-release. I wanna play this mod, clearly this mod is too awesome to suffer from these little pesky game-play breaking problems.
Last edited by Baker on Tue Dec 28, 2010 7:08 am, edited 2 times in total.
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Postby Mexicouger » Tue Dec 28, 2010 7:04 am

Baker wrote:For the Windows download ...

1) It is imperative that expected keys do what you think. ALL the arrow keys should work as movement keys. Up arrow = forward, back = back pedal. Right and left should turn right and left.

2) The default speed is a turtle crawl [ok ... not turtle crawl ... some slugs move faster]. This is bad. The average ignorant player isn't going to have a remedy for this ... I myself pulled up the console and typed +speed which largely resolved the issue.

3) Like Ceriux suggested, I tried the F key to buy the gun. It didn't work [and I verified via the console with "bind f" that it is, in fact, bound to use]. Make sure whatever the "buy" key is works and maybe include in the message.

I'm rooting your mod. And I want to play it. This is some high quality shiznit. I recommend you polish it up and quickly do a Windows alpha re-release. I wanna play this mod, clearly this mod is too awesome to suffer from these little pesky game-play breaking problems.


They added Run too, Needs a button on the PSP version. It should very well be on the PC version
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Postby Baker » Tue Dec 28, 2010 7:44 am

In Windows: When I double click the "Nazi Zombie Portable.exe" it loads a map and the shift key has no effect. But when I do single player --> New Game and start a game that way both the shift key and the "F" key (as use) work just fine.

A side recommendation to be ignored if you want but you might want to consider zipping up the actual engine source and the actual QuakeC source and including it in the distribution (just the .c, .h, .cpp, .hpp, .qc files, etc. ... not all the 600 MB of PSP cygwin craps). If you want to obfuscate it a little you can throw it in the pak0.pak. I've seen far too many projects lose the engine and/or QC source which in the future renders a work that took a lot of time to make useless. Those "Oh no, some PSP modder will stealz my stuffs" kind of fears are unfounded ... you probably know from experience developing this mod that some thief isn't going to acquire enough modding experience to do jack with your mod, but as a project team with pride in your work you should always want to be able to look back and know your work is sufficiently distributed and backed up for your own purposes. Too many times, a mod team loses the source or a specific version of the source and everyone views them as incompetent asshats for doing so when it happens. And some legitimate modder might take interest in your work to debug or improve it or work with it --- the ultimate compliment.

Anyways, maybe with the info such gained from this thread I can kill them zombies and play a few of your levels now ...

Great job, guys!
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Postby Jukki » Tue Dec 28, 2010 7:56 am

The first mapyou are meant to be downed. And i removed ability to run etc for downed ;)
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Postby Jukki » Tue Dec 28, 2010 8:13 am

Baker wrote:I've started to play this and this is some good stuff.

I downloaded the Windows version that uses DarkPlaces. Eventually, I'll try the PSP version but my PSP flash memory stick is rather crammed with my development stuffs.

Gripes: the default keys are a bit weird and I don't seem to move at full speed. And when it asks if I want to buy whatever you called what looks like a shotgun, what do I do to say "yes"? I pressed several different keys and couldn't figure out how to buy the gun


You may have probaply tryed to press on m1a1 i gues. I accidentaly had wrong cost value on centerprint. It costs 600 points ;)

Baker wrote:Other notes: from your PSP screenshots ... which may not be up-to-date ... it looks like you need the ability to do better alpha masked 2D textures and I have that stuff written for ProQuake PSP but unreleased just say the word and I'll do an update within 48 hours of the legacy codebase. I tend to bounce around in my interests and developmental focus and for obvious reasons have been working to make a universal and simple framework for all of the ... sigh ... 15 builds of ProQuake ... and I have a somewhat guilty feeling in the sense that I have a lot of unreleased cool stuff but unfortunately with limited time I can't do everything I want simultaneously. At risk of the ultimate unfocused paragraph, I've been perturbed with 64-bit Linux and Windows 7 64-bit and I tend to stop all forward motion to attack things like that which really tick me off. /End long unfocused spaghetti paragraph


Can you lil simplify what you mean here? (sory not your fault. i dont speak english vey well)

Baker wrote:Addition question out of curiosity: is the DarkPlaces that is renamed an unmodified DarkPlaces using sophisticated game data to rework stuff like the menu? My fear is no. If so, that's ok and not a criticism of the game, I'm just a bit curious from the perspective of engine design versus real-world practicality. DarkPlaces has a ton of features, but if in the end they aren't easily accessible and documented to modders and they end up just altering the engine code instead that means something.


If you mean that darkplaces have all thouse awesome ffeatures in it, yes we know. But pc build is more like test version for us. We didnt want to make it better than psp build (for now)

Baker wrote:From the little I've had the chance to play so far, I am very impressed by this mod. I loved the Zombies breaking through the wooden barriers to attack.


Thank you. I am impressed i managed to code everything :)
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Postby Baker » Tue Dec 28, 2010 9:23 am

Jukki wrote:...


Tell you what ... let me play around with this including the PSP version and I'll comment again when I have proper time to reflect on this. I was commenting on possibly obsolete screenshots seen at moddb.

[I know English isn't your native language, you do post well enough that I'm not thinking of that when posting. And my posts probably are crappily hard for a translator app; especially when I write 14 sentences to describe what could be said in 3 or 4 words. :D ]
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Postby Mexicouger » Tue Dec 28, 2010 9:42 am

Baker wrote:
Jukki wrote:...

are crappily hard for a translator app; especially when I write 14 sentences to describe what could be said in 3 or 4 words. :D ]

:D
I also don't think Jukki uses a Translator
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Postby MasterSplinter » Tue Dec 28, 2010 1:51 pm

Not that this thread is about translators, but, this iPhone app (Word Lens) is pretty dam cool.... My sister's roomie is in this video...

http://www.youtube.com/watch?v=h2OfQdYrHRs
Last edited by MasterSplinter on Tue Dec 28, 2010 2:02 pm, edited 1 time in total.
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Postby Spirit » Tue Dec 28, 2010 1:58 pm

Please do not quote excessively and do not post offtopic nonsense.


I have the same problems like Baker. The mod just does not work out of the box. And there is no readme. :(
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby dreadlorde » Tue Dec 28, 2010 11:06 pm

Looking at the screenshots, you and your team put a lot of work into this. The models look great, the Wunderwaffe looks amazing. I'll be trying this out soon.
Ken Thompson wrote:One of my most productive days was throwing away 1000 lines of code.

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Postby ceriux » Wed Dec 29, 2010 6:26 am

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Postby Jukki » Wed Dec 29, 2010 7:20 am

Only 7/10 O.o :( (jk)

Nice thanks
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