"Nazi Zombies Portable" recreates "Nazi Zombies" game mode on the PSP.

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Report RSS Time for some screenshots! (view original)
Time for some screenshots!
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JavierMaki
JavierMaki

17fps Dafuq? PS Nice muzzleflash :P

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Jukki Creator
Jukki

Due to image been taken.

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Mg-4ever
Mg-4ever

Holy crud... that right there alone is everything the Quake supershotgun ever wanted to be and more. I like the results guys.
So is this a sprite muzzle flash, particle effects in the engine, or part of the model?

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blubswillrule Author
blubswillrule

sprite muzzle flash particle effect!
MOST of the code (just the particle side aspect of it) was already in the engine, though disabled for some reason, GhoftFang re-enabled it for solitude, and so COW as well as NZ:P was re-enabled as well, and after a few placement modifications, there it is!

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D3XtheG
D3XtheG

this made my day :)

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Derped_Crusader
Derped_Crusader

I am sooo excited!

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Elmohz
Elmohz

zomg game's looking better!

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Mg-4ever
Mg-4ever

Throw a mdl_0_gloss texture on this baby! I mean yeah, you'd probably loose a frame or two in fps but hey, it's worth it!

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Description

So, NZ:P has officially joined the muzzleflash bandwagon!
I threw together some muzzleflash textures (currently only one showing, but we a̶r̶e̶ ̶g̶o̶i̶n̶g̶ ̶t̶o̶ ̶m̶a̶k̶e̶ ̶i̶t̶ JUST MADE IT shuffle between 3 different textures)
A cool thing about the muzzleflash is that the muzzle flash will ALWAYS be at the tip of weapon's muzzle, since the muzzle flash is slightly integrated with the viewbobbing code, so weapon swaying affects the muzzleflash spawn position, it's always accurate!

Screenshots taken on a PSP 3k, using prxshot plugin.

Note: MG Texture edited a bit!

Not much news has been posted recently, but we've been doing a lot of gameplay polishing in the background, and it's paying off!
Among things that have been fixed
-Gibs spawn chunks
-New zombie sounds (FINALLY, RIGHT?)
-New round sounds (FINALLY, RIGHT?)
-Rescaled all weapons due to clipping bug with max re...blah blah engine details, might adjust scale further due to other clipping bugs introduced by scaling down.
-Redid qc-side zombie code (DON'T FEAR, THIS IS SIMPLE STUFF, likely to need a bit more tweaking)
-Added, and bugfixed a new TraceMove method to help (/lag?) AI
-Fixed some odd bullethole decal orientation issues
-Punchangle smoothing
-fixed amount of points received from zombies
... and countless more, some cool, some trivial, stuff.

But we have been pretty busy, it's just that we've been busy being driven mad by little :D (ex: stuff like weapon clipping, not major bugs)
..as well as most of the things we do (like code) aren't really screenshot-able...

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