Update README and screenshots

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# Nazi Zombies: Portable # Nazi Zombies: Portable
# About # About
This is the main/hub repository for NZ:P, the Call of Duty: Zombies de-make powered by various enhanced forks of the Quake engine, and has been in development since 2009. The main purpose of this hub repository is to serve as a place to host nightly builds as well as a means of bug reporting on a game-wide (non-component) scale. This is the main/hub repository for NZ:P, a Call of Duty: Zombies "de-make" powered by various enhanced forks of the Quake engine, in development since 2009. This hub repository serves as a place to host nightly builds as well as a means of bug reporting on a game-wide (non-component) scale. See [the breakdown](#github-organzation-breakdown) for source code and other components.
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. The game itself is feature-equivalent with Call of Duty: World at War on a generic level. Gameplay components are implemented with minor parity differences. Most World at War maps and their unique features are not yet represented. Various small additions and changes from Call of Duty: Black Ops are present as a means of gameplay smoothing, but not on a wide scale. NZ:P is, first and foremost, a Call of Duty: World at War remake.
Oh yeah, we have lots of bugs, too. # Supported Platforms
* Linux (x86, x86_64, armhf, arm64)
* macOS†
* Nintendo Switch
* Nintendo 3DS
* PlayStation Portable (both "PHAT" (PSP-1000) and "SLIM" (PSP-2000 and higher))
* PlayStation VITA
* Windows (x86, x86_64)
# GitHub Organzation Breakdown # GitHub Organzation Breakdown
* [assets](https://github.com/nzp-team/assets): Game GFX, Sound, etc. data. * [assets](https://github.com/nzp-team/assets): Game GFX, Sound, etc. data.
* [dquakeplus](https://github.com/nzp-team/dquakeplus): The NZ:P PSP engine, forked from dQuakePlus. * [dquakeplus](https://github.com/nzp-team/dquakeplus): The NZ:P PSP engine, forked from dQuakePlus.
* [fteqw](https://github.com/nzp-team/fteqw): Spike's FTEQW, with minimal changes. * [fteqw](https://github.com/nzp-team/fteqw): The NZ:P Windows, Mac, Linux, and Web engine. Powered by Spike's FTEQW, with minimal changes.
* [glquake](https://github.com/nzp-team/glquake): The NZ:P Nintendo 3DS engine, forked from ctrQuake.
* [quakespasm](https://github.com/nzp-team/quakespasm): The NZ:P Nintendo Switch and PS VITA engine, forked from QuakespasmNX. * [quakespasm](https://github.com/nzp-team/quakespasm): The NZ:P Nintendo Switch and PS VITA engine, forked from QuakespasmNX.
* [quakec](https://github.com/nzp-team/quakec): The game-side code for things like weapons and Perk machines. * [quakec](https://github.com/nzp-team/quakec): The game-side code for things like weapons and Perk machines.
* [tools](https://github.com/nzp-team/tools): Misc. development tools. * [tools](https://github.com/nzp-team/tools): Misc. development tools.
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<center> <center>
<p float="left"> <p float="left">
<img src="screenshots/0.webp" width="400" />
<img src="screenshots/1.webp" width="400" /> <img src="screenshots/1.webp" width="400" />
<img src="screenshots/2.webp" width="400" />
</p> </p>
<p float="left"> <p float="left">
<img src="screenshots/2.webp" width="400" />
<img src="screenshots/3.webp" width="400" /> <img src="screenshots/3.webp" width="400" />
<img src="screenshots/4.webp" width="400" />
</p> </p>
<img src="screenshots/0.webp" height="300" />
</center> </center>
# Credits # Credits
* Blubswillrule: Coding, Models, GFX, Sounds, Music
* Ju\[s]tice: Maps, Models, GFX
* Jukki: Coding
* Biodude: Sounds
* Dr_Mabuse1981: Coding
* Naievil: Coding, NX Port, 3DS Port
* MotoLegacy: Coding, GFX, Music, 3DS Port
* Derped_Crusader: Models, GFX
* Rinnegatamante: VITA Port
Special Thanks: #### Programming
* Spike: FTEQW Blubswillrule, Jukki, DR_Mabuse1981, Naievil, Cypress, Scatterbox
* Shpuld: Clean-CSQC
* Crow_Bar: dQuake #### Models
* st1x51: dQuakePlus Blubswillrule, Ju\[s]tice, Derped_Crusader
* fgsfdsfgs: QuakespasmNX
* masterfeizz: ctrQuake #### GFX
* Diabolikal: ctr/QS HLBSP implementation Blubswillrule, Ju\[s]tice, Cypress, Derped_Crusader
* Havok
* Azenn: GFX help #### Sounds/Music
* Marty P.: Music help Blubswillrule, Biodude, Cypress, Marty P.
* BCDeshiG: Heavy bug testing
* The many Quakespasm contributors: well, erm, Quakespasm. #### Special Thanks
* Spike, Eukara, Contributors: FTEQW
* Shpuld: CleanQC4FTE, heavy dQuakePlus optimization
* Crow_Bar, st1x51: (a)dQuake(plus)
* fgsfdsfgs: Quakespasm-NX
* MasterFeizz: ctrQuake
* Rinnegatamante: Initial VITA port, VITA Auto-Updater
* Azenn: GFX Assistance
* BCDeshiG: Extensive Testing
†macOS 10.10 Yosemite is a supported platform via the FTEQW engine. This means NZ:P is compatible with macOS, however, cross-compiling FTEQW for macOS via docker or similar has proved a challenge, and as such pre-builds with NZ:Ps changes are not yet available.

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