SpriteShadow - Duke3D-style Shadows v1.6

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Re: SpriteShadow - Duke3D-style Shadows v1.5

Postby Rachael » Wed Oct 04, 2017 6:46 am

There's nothing that can be done about that, really. There's a ton of actor processing that goes into the monsters, themselves, on slaughter maps, and adding shadows right on top of that is going to cause issues. I don't know what makes such maps appealing to anyone, but all I can suggest is: either get a beefier CPU, or just don't play them with cosmetic addons.
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Re: SpriteShadow - Duke3D-style Shadows v1.5

Postby Glaice » Sun Nov 05, 2017 3:56 pm

Sorry for this month old bump but after a quick test of this with my mod, this is a fantastic and mandatory addon to use for my future videos!
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Re: SpriteShadow - Duke3D-style Shadows v1.5

Postby Party Boy » Mon Jan 01, 2018 3:57 pm

Hi...

I think I'm having problems with this mod, It doesn't look like in the screenshots, looks like the light source is almost over the sprite...



I use the GZDoom last build but I tested it with the 3.2.4 stable release and it does the same thing...

What can I do to fix this?..
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Re: SpriteShadow - Duke3D-style Shadows v1.5

Postby Glaice » Mon Jan 01, 2018 4:54 pm

Are you talking about the player's hand? That's certainly not the mod, that's because you have Bloom on (check OpenGL settings)
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Re: SpriteShadow - Duke3D-style Shadows v1.5

Postby Party Boy » Tue Jan 02, 2018 8:42 am

No, I'm talking about the shadow of that Shotgun Guy...
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Re: SpriteShadow - Duke3D-style Shadows v1.5

Postby Caligari87 » Wed Jan 03, 2018 10:08 am

Yeah, that's the way it's supposed to look. These are fake shadows; there's no real way to calculate actual shadows (yet). This is just a nice little bit of eye candy (and it's actually very close to the way Duke Nukem 3D did it).

8-)
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Re: SpriteShadow - Duke3D-style Shadows v1.5

Postby Naniyue » Wed Jan 10, 2018 6:03 pm

I LOVE IT!!!!!!! Doesn't take up much processing power either. Now, if someone could do this for System Shock 2 . . .
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Re: SpriteShadow - Duke3D-style Shadows v1.5

Postby Nash » Thu Jan 25, 2018 2:07 pm

Someone64 wrote:Image

How to reproduce 100% consistently (using latest stable GZDoom or QZDoom): Put down the Beef Supreme turret from the latest Russian Overkill, collect the turret to get it back, instant error.


Fixed this bug. New version 1.6 is out now.
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Re: SpriteShadow - Duke3D-style Shadows v1.6

Postby RikohZX » Wed Jan 31, 2018 7:29 pm

Amusingly a side effect of the drawing method seems to be that these draw the shadows of 3D models too. Was playing with the Chibi Voxels when I noticed the monsters still had shadows beneath them, and (mostly) flat ones that actually look straight out of the late 90's.
Spoiler:
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Re: SpriteShadow - Duke3D-style Shadows v1.6

Postby AlpacaNox » Sat Jul 07, 2018 10:07 pm

Any way to blacklist selected actors? Removing ISMONSTER flag seems like a weird way to do that, especially if someone'd ever consider using the mod to add shadows to static actors. Theoretically it would've been great to have a text file which would allow to add/remove shadows from the selected actors, why not?
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Re: SpriteShadow - Duke3D-style Shadows v1.6

Postby Nash » Sat Jul 07, 2018 10:35 pm

AlpacaNox: Cool idea. I think I can come up with something. How about a custom lump, that simply lists Actor classes to exclude from shadowing? Is this an acceptable way of customization? This custom lump would have to be loaded along with SpriteShadow.
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Re: SpriteShadow - Duke3D-style Shadows v1.6

Postby ramon.dexter » Thu Jul 12, 2018 11:32 am

Nash wrote:AlpacaNox: Cool idea. I think I can come up with something. How about a custom lump, that simply lists Actor classes to exclude from shadowing? Is this an acceptable way of customization? This custom lump would have to be loaded along with SpriteShadow.


Yup, that sound like an easiest way of doing this, without modification of already created actors/classes. :thumb:
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Re: SpriteShadow - Duke3D-style Shadows v1.6

Postby Caligari87 » Thu Jul 12, 2018 12:35 pm

I'd love to have an option to shadow decorations and pickups in addition to monsters. Can't remember, does this mod shadow projectiles? If not, that'd be cool too, for rockets and such.

8-)
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