Nazi Zombies: Portable is a Call of Duty: Zombies de-make powered by various enhanced forks of the Quake engine, and has been in development since 2009.
The game itself is mostly feature-equivalent with Call of Duty: World at War on a generic level. Gameplay components are implemented, with some parity differences, but most World at War maps and their gimmicks are not yet represented. Various small features from Call of Duty: Black Ops are present, but not on as wide of a scale as compared to World at War.
- NZ:P Alpha released on 25 December, 2010
- NZ:P Beta 1.1 released on 29 May, 2012
- NZ:P 1.0 Demo released on 25 December, 2014
- NZ:P 2.0.0 has been in development since February, 2016
This post is also available on GitHub Discussions.
Sorry for the delay!
Real life has begun catching up again, so this month was a lot of me in maintenance mode, fixing bugs and finishing up some stuff on the backburner! That isn't to say the content this month wasn't interesting though :)
I've seen a lot of love on Patreon recently and for that I want to say, thanks a ton! I'll continue to make it worth your while, even if things slow down a bit. I always put a lot of time and consideration into my contributions.
Hoorah! Compatibility with classic maps from the "Beta" (2011) era has been released on all platforms. I had done a lot of work to get this off the ground, testing dozens of maps individually, and creating + implementing a new major build component to the development pipeline in order to sufficiently and efficiently accommodate most maps. Please note that this is **not perfect**. There are maps that have unavoidable problems based on how they are built. Some have problems but can be mitigated, others do not. This is due to a lot of core/architectural game related differences, but I am very happy with the results regardless!
So grab one (or some!) of your favorite "Beta" maps and give them a try!
Mappers rejoice! func_door entities now have enhanced and fixed behaviors allowing them to be better integrated into your levels now, including support for opening Waypoints! No more func_wall killtarget hacks :)
I've done quite a bit of cleanup and some feature restoration for NZ:P's Weapon Core. Here are the big bullet points:
Sniper Sway is also completely absent if you have Deadshot Daiquiri, adding more usefulness to the Perk while improving Parity :)
Co-Op Players can now see when someone is Typing in Chat or has their game Paused, assisting in determining whether or not you need to provide assistance.
The way View Models are rendered and implemented in CSQC have been completely redone from scratch. Here's the gist of what this means for you:
I also took the opportunity to add the idle and subtle Aim bobbing to the other platforms too, so everyone benefited from this :)
(Mind the broken viewbob!)
While fixing a lot of the CSQC implementation's bloated protocols to improve networking performance, I decided to enhance the Game Over fade system to be more modular, allowing for QC-specified fade types, durations, and colors. This allowed for the game to fade in at start, and for a proper Nuke Power-Up flash!
This one was a little hard to visualize, so I offered my previous explanation in place. The summary: Double Tap now properly impacts automatic weapons in general, and has a more accurate-feeling stat :)
Reminder that I maintain a Documentation page! I've updated the Trenchbroom template base to include the automatic dark mode detection, and added information on some of the NZ:P-exclusive trigger entities, including a new trigger, trigger_awardpoints, which can be used to implement Perk-A-Cola change underneath the machine :)
Thanks to MissLavender-LQ for contributing a new Barricade mesh, that is more proportionally accurate to Call of Duty, and has a snazzy new texture!
I have begun work on re-writing the CSQC menu system to test out a new UI design, that will be more user-personalized and interesting to look at! Menu backgrounds are taken from YOUR custom maps folders, and the menu music is configurable via a cvar, so you will be able to make NZ:P your own a little more than before.
See you next month!
Thanks to my Patrons!
The monthly update report for December of 2023. Lots of cool stuff, and information on a new port!
NZ:P Project Update Report for November of 2023. Can you believe it, even MORE cool stuff?!?!
NZ:P Project Update Report for October of 2023. Even MORE cool stuff!
NZ:P Project Update Report for September of 2023. Even more cool stuff!
Sounds added: - Perk sounds - Weapons: colt, kar98, thompson - Proper windows sounds - Steps: player and zombie steps from WAW - Headshot sounds - Power...
First Release. Download RAR, then extract the nzp folder and replace the original one.
Now for the first time in nazi zombies portable history, we are going full on open source! Enjoy this Christmas gift. Remember to give the credit where...
Hello Nazi Zombies Portable Fans! After what was a lengthy hiatus, Jukki, Ju[s]tice, and I (Blubs) are proud to present to you the Demo.... ...exactly...
This new updated release adds jam-packed features to ensure that you'll be playing nzp for centuries to come! New features include... -Pack a Punch- Upgrade...
*NOT MY ORIGINAL FILES!* Place the sounds folder into the nzp folder in your NZ:P folder on PSP and or PC. you DO have to convert some to mono. Just use...
where link download ??
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how do you create a map? I already looked for a tutorial on the internet and I did not find anything, with what program is it done?
The newest program is called Jackhammer.
There are video tutorials on my channel from 2011 Youtube.com
or you can check the main forums for mapping tutorials, its best to join the discord
Nazi Zombies Portable Review: Youtube.com
TenAte108
Oh gosh, I hope we can see a (legally distinct) fork of NZP added to the Quake Enhanced add-on page someday :3 If you do contact Nightdive about that, please let us know what they say! ;D
*waves*
Is this game dead?
CoD Zombies franchise are the most alive CoD franchise, kids who can't afford console or PC want to play CoD zombies, PSP community is very active
then no, this mod is not dead, there is also a reboot version
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