Title : ZPong v1.0 Filename : zpong.wad Release date : 29th of Sept., 2004 Author : Jon Washburn (GrayLancer) Email Address : graylancer@sprintpcs.com Other Files By Author : Sacrifice in Blood, The Corrupt Priest Misc. Author Info : Description : I wrote this little example to test the possibilities of creating interactive environments in ZDoom maps, similar to those seen in Doom 3. Obviously nothing that complex is currently possible, but it is possible to create fun little examples like this one. I've tried to make the code as neat as possible, so others can learn from it. Hopefully the principles here can be used in a broader way in people's levels. Feel free to use any of my code here, or to modify it however you like. I do ask, however, that you give me credit for anything you take. ZPong's AI routine has actually gotten pretty good, and is capable of predicting where the ball is going to bounce. If you look at the script, I'm sure you can figure out how to tweak it. There's a number of parameters which determine how good the AI is at predicting the ball and how large a margain of error it has. There's also a variable in the script to turn off predictive AI and use simple ball-following, but it's so damn stupid I can't see why anyone would want to do this. I'm planning to implement more options in the future, such as choosing paddle colors, "arena" backgrounds, and a two player mode which can be played online (right now, you can play on the same computer). Additional Credits to : id Software for Doom Randy for Zdoom The people on the Zdoom forum who started doing classic games in ACS =========================================================================== * What is included * New levels : 1 Sounds : Yes (Beep, boop...) Music : No Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : Other files required : Zdoom 2.0.63a * Play Information * Game : DOOM2 Map # : Map01 Single Player : Yes Cooperative 2-4 Player : No Deathmatch 2-4 Player : Not right now Other game styles : Hotseat 2-player Pong Difficulty Settings : Yes, they determine the AI difficulty. * Construction * Base : New from scratch Build Time : A couple days. Editor(s) used : Zeth, XWE Known Bugs : The paddles will sometimes come "out of sync" with their actual x/y coordinates. This is due to the current lack of direct access to texture offsets through ACS script. If it happens, just restart the level. I've tried to remove this by changing the scrolling parameters every time the paddles move, but it sometimes glitches anyway. May Not Run With... : Anything but Zdoom, also won't work right with ZDoomGL. * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors Web sites: FTP sites: