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Post news Report RSS January 2024 Update Report

Something something, it (was) january! here's all the super cool stuff you missed.

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Introduction

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.


Finalized Support for NZ:P Beta Maps

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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!


Enhancements for Standard func_door Quake Entities


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 :)


Weapon System Enhancements


I've done quite a bit of cleanup and some feature restoration for NZ:P's Weapon Core. Here are the big bullet points:

  • Weapon Spread now increases over time when Hip Firing
  • A lot of core internal systems are being migrated to primarily data-driven implementations, for custom weapon support in the future :)
  • General Code Cleanup
  • Sniper Sway is FINALLY implemented on FTEQW, because I forgot it was absent for years.
  • Wonder Weapons no longer play the Pack-A-Punch fire sound effect
  • Toggle ADS mode was re-written to be less broken


Sniper Sway is also completely absent if you have Deadshot Daiquiri, adding more usefulness to the Perk while improving Parity :)


Co-Op Pause/Chat Indicators


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.


FTE View-Model Rewrite

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:

  • Fixes a long-standing interpolation bug when switching models
  • Accurate walk and sprint bobbing compared to other platforms
  • Unified weapon definitions for Aim Down Sight positions
  • Removes all issues with playing at low frame-rates
  • Viewmodel "slack" (has to catch up with fast camera movements)

I also took the opportunity to add the idle and subtle Aim bobbing to the other platforms too, so everyone benefited from this :)


Screen Fading Capabilities


(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!


Double Tap Perk-A-Cola Fixes

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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 :)


Documentation Updates

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 :)


Barricade Re-model


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!


IN-PROGRESS: Major UI Overhaul


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.

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See you next month!

Thanks to my Patrons!

  • Rinse a Gateau Mandate
  • Benjamin Engelhardt
  • mochi
  • Ryan Baldwin
  • Derped Crusader
  • MissLavender
  • LEXX
  • Dawai
  • Tony The Bird
  • Jeiku
  • Marcos Mata
  • Shaun Zafar
  • Swoop
  • Bobthebob
  • DukeofLeet
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Jimbo_Coight
Jimbo_Coight - - 266 comments

This has been one of my most favourite moddb projects of all time, been following since this project started so many years ago. Thank you!

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