Nazi Zombies Portable Can't Connect to Server? Fixes That Work

Fix NZ:P players who cannot join a dedicated server: outdated builds, wrong protocol, UNKNOWN server type, web client ws:// errors, timeouts and endless asset loading.

Updated Oct 7, 2026 · 5 min read

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When players cannot connect to a Nazi Zombies: Portable server, check these in order: everyone (server included) is on the latest build, the server's com_protocolname matches the client type (NZP-REBOOT for PC and Linux, NZP-REBOOT-WEB for the browser), the address and port are right, and the UDP port is reachable. Web players must use connect ws:// from the HTTP page of the web client. A stuck "downloading assets" screen is a separate, known engine issue with its own fix.

A zombie wave breaking through barricades in Nazi Zombies: Portable

Start by naming the symptom

What happens Most likely cause
Console does not open Keyboard layout, the key under Escape is different
connect does nothing, then times out Port closed, wrong address, or the server is down
Kicked straight away or "mismatched game type" Protocol name wrong or missing on the server
Connects, then errors about content Client and server on different builds
Stuck on the asset download screen at ???Kb/s Known FTEQW fork issue
Web player cannot connect at all Wrong protocol, HTTPS page, or missing ws://

Fix 1: Update everyone

NZ:P ships nightly builds, and the server and client must be on matching code. This is the cause the NZ:P team itself lists first. Have every player download the newest build from the NZ:P releases page instead of using a copy from months ago.

The server needs the same treatment: the engine binary, pc-nzp-assets.zip, and both QuakeC packages (fte-nzp-qc.zip, standard-nzp-qc.zip) from their latest releases. Updating only the binary while keeping old QuakeC files is a quiet way to break things.

Fix 2: Get the console open

Players connect from the console, which opens with the key directly under Escape. On a US keyboard that is tilde or backtick. On many European layouts it is a different symbol on the same physical key, such as ^, ° or |. If pressing it does nothing, try that key whatever its label says.

Then:

connect 203.0.113.60:27500

Use the address and port exactly. The default port is 27500, but hosts often assign another, and leaving the port off makes the client try 27500.

Fix 3: Match the protocol name

The server announces what it is with com_protocolname. The NZ:P docs are blunt about it: without the right value, clients do not know the server is an NZ:P server and will not join.

Players use Server must run
Windows or Linux build +com_protocolname NZP-REBOOT
Web build in a browser +com_protocolname NZP-REBOOT-WEB

On the Frag-Net master list, servers missing this setting show up under an UNKNOWN game type. If yours is listed there, add the protocol name to the launch line and restart. One server can only serve one of the two client types.

Fix 4: Web client rules

Browser players have three extra requirements:

  1. The server runs with NZP-REBOOT-WEB and a sv_port_tcp port, since the web build connects over WebSocket.
  2. They open the HTTP version of the web client, not HTTPS. A secure page is not allowed to open an unencrypted WebSocket, so the browser blocks the connection silently.
  3. They type the scheme: connect ws://203.0.113.60:27500.

To appear in the server browser for web players, the docs say the server needs a TLS secured connection, which the NZ:P team does not provide. Direct connect with ws:// is the practical route.

Fix 5: Timeouts and kicks

If connect times out, the server is not reachable on that port:

  • Home server: forward UDP 27500 (plus TCP if you serve web players) to the server PC and allow it through the firewall. Our port forwarding guide covers the router steps.
  • CGNAT: if your ISP shares one public IP between customers, forwarding cannot work. The NZ:P docs mention this explicitly. See how to tell if you are behind CGNAT.
  • Peer to peer mode: sv_public 2 avoids port forwarding with a room code, but the developers warn it is unreliable. If players time out in that mode, switch to sv_public 1 with a forwarded port.
  • MTU: some connections drop large packets. Adding +net_mtu 1200 to the server's launch line can fix players who connect and then get kicked or time out.

Fix 6: Stuck on the asset download screen

A player who sits on the resource download screen with the speed showing ???Kb/s has hit a known, rare issue with the NZ:P specific FTEQW binary. The NZ:P docs recommend running the server on the vanilla FTEQW build from fteqw.org instead. Swap the server binary, keep the nzp folder, and restart.

Fix 7: Map problems

If the server itself will not start, look for SV_Error: Couldn't load a map. You may need to use the -basedir argument. It means no map was given, or the server cannot find the nzp folder. Add +map ndu to the launch line, and if you start the server from a different directory, point it at the game folder with -basedir.

When players join and the map is a custom one, they need the same map files. See adding custom maps to an NZ:P server.

Still stuck?

The NZ:P team answers server questions in their Discord, linked from the documentation. Bring the server console output and the exact client build number; they will ask for both.

Or remove the home network from the equation. A GamezServers Nazi Zombies: Portable server has its own address with the port open, and the control panel sets the Protocol, Tickrate and Map for you, with an Additional Game Arguments box for extras like +net_mtu 1200. After a new NZ:P release, reinstall from the panel so the server picks up the newest assets and QuakeC.

FAQ

Why can't I connect to my NZ:P server?

Most often the client or server is out of date, or the server's protocol name does not match the client. Update both and check com_protocolname.

How do I join an NZ:P server by IP?

Open the console with the key under Escape and type connect followed by the address and port. Web players add ws:// in front.

What does UNKNOWN on the server list mean?

The server is running without com_protocolname, so the master list cannot tell it is an NZ:P server. Add +com_protocolname NZP-REBOOT and restart.

Can browser players join a desktop server?

No. A server set to NZP-REBOOT only accepts desktop clients, and NZP-REBOOT-WEB only accepts browser clients.

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