CC:Zombies 0.6 [UPDATED!] by Nightheart
CC:Zombies Changelog - Version 0.5 to 0.6 Note: 0.6 is a complete rewrite. The entire codebase was split from a single large file into a proper multi-module architecture. Most changes stem from that. Major Additions The game is now module based, meaning that its many different files instead of 2 big files (a game file and an API file got turned into many smaller files) A CCMod loader now scans CCZombies/mods/ at startup and runs each mod's init.lua. Multiplayer is being shipped as a CCMod (Multiplayer.ccmod) rather than being baked into core. It will come out.. Sometime. Probably in 0.7 or 0.8. Paths.lua is a new file that makes it so the game can run in any directory. Map scripts now receive an onZombieKill callback in addition to the existing onLoad, onUpdate, onRoundStart, and onRoundEnd. All map callbacks now receive a clean mapAPI and ccz environment injected as upvalues instead of relying on globals. CCZombiesLoader.lua now wraps the entire game in xpcall. On crash it writes CCZombies/crash.log. with a full stack traceback and shows a formatted crash screen before exiting. All major game loop sections also run inside a guarded() wrapper so crashes include the section name in the error. Basically making debugging like 50x easier Player state now lives in a single DEFAULTS table in player.lua. A new player.reset() call replaces the 30+ manual field assignments that were scattered across initGame. This… ended up optimizing it SO darn much! Nuketown 1975, new map drop! Minor Additions Map scripts can now call ccz.weapons.getDef(), ccz.weapons.register(), and ccz.weapons.createInstance() to work with the weapon registry directly. Map scripts can now trigger screen flashes and camera shake via ccz.game.flash() and ccz.game.shake(). This is going to be good for easter eggs When a door opens, nav.invalidateArea() now clears only the affected cells of the walk cache rather than leaving stale data indefinitely. The HUD no longer contains inline interact-popup logic. It calls entity.getInteractLabel() instead. The downed desaturation effect now tracks progress internally and skips redundant term.setPaletteColor calls when the value has not changed meaningfully. Three audio coroutines that could starve each other have been replaced by a single audio.speakerLoop that owns the speaker and uses a priority queue: menu music, jingle,SFX, and Panzer siren in order of priority. NOTE: Panzers are NOT in the base game
Call of Duty Zombies, ported to CC CC:Zombies Call of CC Zombies Whatever you want to call it, SECOND demo is here! It comes with TWO maps. Nacht Der Untoten Nuketown 1975 (+Easter Egg!)
0.6: Nacht Der Untoten was updated from being doorless to having doors, proper zombie spawns, and overall way better. Added Nacht Der Untoten Made the entire game way smaller, and reworked it all to have better fps.

Nightheart Creator The reason 0.6 is taking so long is because:
A: Stopped working on it because of school
B: Completely revamping the code. Like. Right now its 2 really huge files, and im seperating it into several smaller ones. And im making the code more effecient!

Yeahh.. Right now, Multiplayer is shut down. CC:Zombies 0.6, if it ever comes out, will be swapping to rednet instead of a web server... But it IS worth noting that CC:Zombies 0.6 is a FULL recode and adds the ability to make mods for it. CC:Zombies wont even have built in Multiplayer, but you will be able to download the mod for it in the DLC menu.