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Re: POSSEST

Posted: Wed Feb 20, 2013 11:38 am
by zygo
CeeJay wrote:What's "bloom"?
Take a look at this discussion for the effect, its basicaly a glow around bright areas. http://forum.zdoom.org/viewtopic.php?f=4&t=24280

Re: POSSEST

Posted: Wed Feb 20, 2013 12:30 pm
by Gez

Re: POSSEST

Posted: Wed Feb 20, 2013 12:42 pm
by CeeJay
Oh, I see. Thank you :D

Re: POSSEST

Posted: Wed Feb 20, 2013 3:58 pm
by Abba Zabba
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.

Re: POSSEST

Posted: Thu Feb 21, 2013 12:06 pm
by grouchbag
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

Re: POSSEST

Posted: Thu Feb 21, 2013 12:14 pm
by zygo
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

Re: POSSEST

Posted: Thu Feb 21, 2013 4:13 pm
by grouchbag
Why thank you! Am downloading now.

Re: POSSEST

Posted: Fri Feb 22, 2013 5:26 pm
by Ravick
RLY loving it so far. And very good musics BTW! ;)

Re: POSSEST

Posted: Sun Feb 24, 2013 6:38 pm
by zygo
WIP : EXECUTIONER
Untitled.png
WIP 2 : EXECUTIONER
;l.png

Re: POSSEST

Posted: Sun Feb 24, 2013 8:48 pm
by Enjay
Very atmospheric and the models look interesting too.

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

Re: POSSEST

Posted: Sun Feb 24, 2013 8:54 pm
by zygo
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.

Re: POSSEST

Posted: Mon Feb 25, 2013 6:17 am
by Enjay
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.

Re: POSSEST

Posted: Mon Feb 25, 2013 12:12 pm
by ibm5155
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

Re: POSSEST

Posted: Fri Mar 15, 2013 9:18 am
by Captain J
sounds awesome to me.
keep working!

Re: POSSEST

Posted: Sat Apr 20, 2013 9:59 am
by Peter Bark
I have been following you on Moddb for awhile now, I love your work. Keep it up.