POSSEST

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Re: POSSEST

Postby zygo » Wed Feb 20, 2013 12:38 pm

CeeJay wrote:What's "bloom"?

Take a look at this discussion for the effect, its basicaly a glow around bright areas. viewtopic.php?f=4&t=24280
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Re: POSSEST

Postby Gez » Wed Feb 20, 2013 1:30 pm

Or more appropriately: viewtopic.php?f=4&t=34585
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Re: POSSEST

Postby CeeJay » Wed Feb 20, 2013 1:42 pm

Oh, I see. Thank you :D
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Re: POSSEST

Postby Abba Zabba » Wed Feb 20, 2013 4:58 pm

Vaecrius wrote:Looks nice... never played the original, whole thing looks kinda like Blood, if it were something you wouldn't be embarrassed to be caught playing as an adult. ::crucified::

Hey, if they can't stand the genuine 90's cheese, then too bad. It's a classic in my opinion.

Vaecrius wrote:Also, I really wish the Let's Play'er would like not speak in that video or something. x_x

It wouldn't be a Let's Play then.
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Re: POSSEST

Postby grouchbag » Thu Feb 21, 2013 1:06 pm

Didn't you make a longer version for zdoom? I thought I read in the text file that if anyone emailed you,that you would send an longer version.I could be remembering the text from a different wad,though.Apologies in advance if I goofed.BTW,Enjoyed playing the original very much! :D
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Re: POSSEST

Postby zygo » Thu Feb 21, 2013 1:14 pm

grouchbag wrote:Didn't you make a longer version for zdoom?

Yeah i like to call that the blueprint or alpha version for the newer one i released or original as you may call it. I actualy dont have it anymore, but if you do want it heres the link to the alpha zdoom version i first made :) http://dl.dropbox.com/u/30737344/POSSESTolder.wad
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Re: POSSEST

Postby grouchbag » Thu Feb 21, 2013 5:13 pm

Why thank you! Am downloading now.
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Re: POSSEST

Postby Ravick » Fri Feb 22, 2013 6:26 pm

RLY loving it so far. And very good musics BTW! ;)
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Re: POSSEST

Postby zygo » Sun Feb 24, 2013 7:38 pm

WIP : EXECUTIONER
Untitled.png

WIP 2 : EXECUTIONER
;l.png
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Re: POSSEST

Postby Enjay » Sun Feb 24, 2013 9:48 pm

Very atmospheric and the models look interesting too.

Any idea why, in the old one, the polyobject doors are invisible in GZDoom?
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Re: POSSEST

Postby zygo » Sun Feb 24, 2013 9:54 pm

Enjay wrote:Any idea why, in the old one, the polyobject doors are invisible in GZDoom?

Hi!
yes many people have had that same problem, the old mod was intended for zdoom only. when ever played on gzdoom the polyobjs were alwasy invisible. probably some code faults in the difrent engines i duno.
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Re: POSSEST

Postby Enjay » Mon Feb 25, 2013 7:17 am

I posted a bug report in the ZDoom forum:

http://forum.drdteam.org/viewtopic.php? ... 64&p=53498

and got this reply from Graf:

Graf Zahl wrote:It's actually quite simple: The polyobjects in this map use the lower texture and different sector heights on both side of the polyobj linedefs. In other words: They try to mimic real 3D objects. I'm surprised that ZDoom renders them properly. I can change it so that the walls get drawn properly but the flat part - I'm sorry is not easily doable because it's effectively dynamic geometry.

It's still a fundamentally non-trivial change because it needs to rewrite the entire polyobj handling so don't expect any quick results.


You should be able to get the effects that you want without using this method so I suggest using a method that will allow your mod to work in ZDoom and GZDoom.
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Re: POSSEST

Postby ibm5155 » Mon Feb 25, 2013 1:12 pm

If I get, you´re going to create a new indie game using gzdoom engine? if yes, it´s nice to see a second iwad that requires gzdoom :D
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Re: POSSEST

Postby Captain J » Fri Mar 15, 2013 10:18 am

sounds awesome to me.
keep working!
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Re: POSSEST

Postby Peter Bark » Sat Apr 20, 2013 10:59 am

I have been following you on Moddb for awhile now, I love your work. Keep it up.
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