Call of Duty: Zombies Quake demake "NZ:P" for the PlayStation Portable & VITA, Nintendo Switch & 3DS, Windows, Mac, and Linux.
This is run in a psp emulator on pc. Framerates are not this smooth on psp. They are around 30 + all the time depending on how many objects are currently on the screen.
This is a demostration video of the new pathfinding. I am also showing our new animations for thompson and m1911. Notice also how ironsights are not actualy useable ;)
Video quality is bit off, but dont worry.
ARRRRRRRRGGGGGGGGHHHHHHHHH I CAN'T SEE!!
Lol jk.
Hue
The game still looks great.
video quality is a bit off, I'm getting worried.
turn off v-sync on psp andyou get more fps
this is not in psp. It is in emulator. If i had vsync of in emulator the game would be flickering because of the ammount of frames it tries to display :P
impressive thompson model and animations
Thanks!
uh oh, running zombies!
Lemme buy a nyan cat...
i love it, its just the hands when you hold the pistol seam kinda idk big. also just asking is it possable at all to add 2 reloading animations?
anything's possible, but would it be the best usage of ram? probably not
I'm sure with a few animation tweaks we could use just one animation split into 2 parts, and cut out the chambering animations for a mid-mag reload
but even in cod waw, you could never actually chamber a round, so we decided against it ;)
(as in, colt has 8 in magazine, if you have 1 in the chamber when you reload, you'd have 9 shots to fire off, but cod waw says LOLNOPE ROUND DISAPPEARS)
so yeah, no non-chambering animations xD
Quality bad ? No! ITS VERY GOOD!
Nice perfomance FPS without down <3
I love those.
when do you think will be your next stable release?
WOW!!! the animations are really awesome and are very smooth! i also noticed that the guns arent morphing that much anymore while reloading! and the sights are fixed!
God models, impressive FPS, and an all-around team of the ages!
all i can say is the knifing and weapon-switiching animations are a bit clunky and awkward.
After looking at this video again a month later, I finally remembered what I wanted to say 8U
For the glitch that happens with the zombies running into each other, set it up where when there is a collision of two zombies --or an inanimate object for that matter-- for an elongated period (2 seconds) the zombies that initiated contact would spread back and take an alternative route. Give them multiple way points so that when they take an alternative path, they have an option at which to take. Each path would take it's own time to reach the barricade. Meaning if the zombies choose two different paths, the chances of them bumping into each other are lower, they may do it again but when they do, the cycle restarts.