Gez

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About Gez

  1. https://zdoom.org/wiki/MAPINFO/Editor_number_definition ZMAPINFO mostly means you need to use the new syntax, which hopefully you're already doing.
  2. You do not need to have any DECORATE code at all (unless you want to modify the actors). Use ZMAPINFO to give them an editor number. Then place them. That's all. What you will need to copy are the sprites, sounds, and SNDINFO code. Do not copy any of the standard actor classes; they are already in the engine.
  3. Also, unless you want to change their actor code, you do not need to add the Hexen monsters to Doom. The Hexen monsters are already in ZDoom. You just need to provide the sprites, sounds, and give them an editor number through MAPINFO.
  4. Pac Man. Paco Manuel is attempting to escape the Mexican drug cartels for which he used to work. Running frantically through the streets of Ciudad Juarez, Paco seeks to retrieve fresh evidence against the cartels while being constantly chased by the cartel's hitmen, nicknamed Inky, Blinky, Pinky, and Clyde. The whole thing is done 100% seriously as an action/noir movie without any hint of cartoonishness.
  5. I suck at maths too, so I'd just run a simulation. Hopefully the following is acceptably accurate! The minimum upward velocity to reach height X should roughly correspond to the velocity you reach if you fell from height X. Now if you apply friction to vertical speed, this becomes a bit more complex, since it'll slow you down both ways. If you didn't have friction, it'd be reasonably simple. Look for the smallest triangular number that is greater than the multiplied by your gravity constant. Let's say you want to climb 64 units, times 1.476 that gives you about 94.464, smallest triangular number greater than that is 105, so you need a vertical velocity of of 14. Friction will make this a bit more complex since it always slows you down, regardless of direction. So you need to invert its value (1.042 instead of 0.96) when you measure the "virtual fall" from height X, to give you a final velocity that will overcome both gravity and friction to reach the desired height. Note that due to the nature of triangular numbers, you quickly lose granularity, so perhaps bothering with friction might be overkill. My advice overall would be to limit existence below the floor to just one tic or perhaps two or three. Then you can hardcode some acceptable values. The example above with a velocity of 14 would last ten tics. I would worry a bit about how much horizontal movement happens during these ten tics of allowed underground travel.
  6. Indeed you can't, though you can approximate it by duplicating the "hub" map, as was done in the Back to Saturn X series. That's a different thing, then. Technically, sure, you can; but a huge map has its own drawbacks, such as an impact on performances from having to process all the thinkers from all of the maps constantly. If you split it in submaps with the hub system, then you do not get burdened by processing all the thinkers of the submaps you are not in. Also I'll mention that there have been ZDoom hub maps for Doom in the past, when people experimented with the concept. I can cite notably Assault on Tei Tenga and RTC-3057.
  7. More like a mystic fountain of crates :)
  8. If I had to guess, I'd say it's for effects like the Boom scrollers that scroll in the direction of a linedef. It's not absolutely necessary, the thing to remember is that the front side is always on the right.
  9. The map was changed, not the exe (that is, not for that point).
  10. No. SF2 is a format for soundfonts. It's not "an soundfont"; just like "html" isn't a webpage. Don't confuse a format with things using that format. Furthermore, SF2 isn't for MIDI, it's to be used by synthesizers (originally, E-mu synths). That the synths in question use MIDI is not in itself a necessary requirement for them using SF2 sound banks. In fact you can easily find other systems that can use SF2 soundfonts, such as module trackers for example. That MIDI support could be better doesn't mean that MIDI itself is broken. It works fine for what it is and is still used professionally for its original intended purposes. It's just these purposes did not include game soundtracks.
  11. The first game with a MIDI soundtrack were for the MT-32, which predates the General MIDI standard. King's Quest IV, released in 1988, might have been the first game with MIDI music. The General MIDI standard was published in 1991 and would quickly supplant MT-32, since it wasn't limited to just one vendor. The VGMPF has a sample table of 20 games with MIDI soundtrack, ranging from 1990 with Prince of Persia to 1999 with Age of Empire II. So, a big decade for MIDI.
  12. But ducks are.
  13. That's a goose. You better not bump into one, they're really mean critters. Their only known natural predator is the aircraft engine intake.
  14. Can it handle the original, non-BFG edition Doom 3?
  15. I only have one file concerned, so no need to bundle it I think.