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Call of Duty: Zombies Quake demake "NZ:P" for the PlayStation Portable & VITA, Nintendo Switch & 3DS, Windows, Mac, and Linux.

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Report RSS Time for some screenshots! (view original)
Time for some screenshots!
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scratchgames14
scratchgames14 - - 28 comments

Cool

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JavierMaki
JavierMaki - - 157 comments

So megacool!! :)

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SkullDust99
SkullDust99 - - 239 comments

Now we need a release, which will never happen. It seems like all Quake mods Get you excited, but you wait months and maybe even years, and They just keep Updating and Updating their game, Then It eventually dies, and nobody gets to play it.

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Jukki Creator
Jukki - - 841 comments

Hang on budy, things will get reaaaaly interesting in near future ;)

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Phat_Guy
Phat_Guy - - 7 comments

Can we possibly see screenies of more of the maps included? It would be awesome to see more scenery and the different enviroments

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Grindle
Grindle - - 389 comments

Wow

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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...