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Re: Duke3D-style Shadows v1.3

PostPosted: Sat Apr 29, 2017 6:11 pm
by Cyanide
Sounds like a small detail, but in practice this is amazing!

You're the man, Nash.

Re: Duke3D-style Shadows v1.3

PostPosted: Thu May 18, 2017 5:05 am
by NightFright
Should actually be integrated into GZDoom as an option. Amazing and beautiful autoload material! Thanks a lot for making this!

Re: Duke3D-style Shadows v1.4

PostPosted: Tue Jun 13, 2017 9:03 pm
by Nash
Updated to version 1.4 (sorry Hellser but the changes are quite significant that it warrants a version number increment :P)

Update June 14th 2017 (version 1.4)

- Fixed player shadow build-up in hub-based maps
- Fixed not being able to see other players' shadows
- Fixed shadows not staying firmly on moving lifts


Click here -> viewtopic.php?p=971348#p971348

Re: SpriteShadow - Duke3D-style Shadows v1.5

PostPosted: Tue Jun 13, 2017 11:15 pm
by Nash
Update June 14th 2017 (version 1.5)

- Shadows no longer draw in front of players and monsters (thanks ZZYZX for implementation idea)
- Mod renamed to remove Duke3D from the name

Click here -> viewtopic.php?p=971348#p971348

Re: SpriteShadow - Duke3D-style Shadows v1.5

PostPosted: Wed Jun 14, 2017 8:00 pm
by Pompous Seed
Wow, such a small adjustment really makes a difference! Looks much more crisp and polished now. Thanks for this!

Re: SpriteShadow - Duke3D-style Shadows v1.5

PostPosted: Thu Jun 15, 2017 8:06 am
by Nash
I'm not sure if the thing I did to make shadows always draw behind/under sprites would cause desyncs in mutliplayer, if anyone could playtest netplay with this mod and report back if it works or not, that'd be great.

Re: SpriteShadow - Duke3D-style Shadows v1.5

PostPosted: Thu Jun 15, 2017 11:47 am
by DrPyspy
Last time I checked, ZScript is extremely unstable with netplay. Like, way more unstable than GZDoom's multiplayer normally is.

Re: SpriteShadow - Duke3D-style Shadows v1.5

PostPosted: Fri Jun 16, 2017 9:00 am
by Nash


Does not break in multiplayer. :D

Re: SpriteShadow - Duke3D-style Shadows v1.5

PostPosted: Thu Jun 22, 2017 12:08 am
by JudgeGroovy
Kudos on the great work done here, very cool stuff! And cool stuff in this topic discussing the idea of it being a future feature.

Re: SpriteShadow - Duke3D-style Shadows v1.5

PostPosted: Tue Aug 01, 2017 5:03 am
by gwHero
Don't know if it should be an option in GZDoom itself, but even apart from the result (which is great!), I really admire this kind of inspiring attempts to enhance the game by adding simple mods.

Very well done!

Re: SpriteShadow - Duke3D-style Shadows v1.5

PostPosted: Tue Aug 01, 2017 10:00 am
by Ozymandias81
Great work so far Nash with this shadowy code, ehehe

As we spoke / decided before, I have added such effect already on BoA, which also seems to be way less resource demanding than blob shadows.

My plan is to add also for those actors which aren't recognized as Monsters (the IsMonster check doesn't work over a couple of NPCs actors actually), plus make the effect tweakable for players (on/off from Enh. Options)

THANK YOU!

Re: SpriteShadow - Duke3D-style Shadows v1.5

PostPosted: Tue Aug 01, 2017 11:11 pm
by Nash
It's an honor to be included in BoA. :D

Re: SpriteShadow - Duke3D-style Shadows v1.5

PostPosted: Thu Aug 03, 2017 10:41 am
by Ozymandias81
You are welcome Nash!
Btw did a lame attempt to make shadows switchable for players: maybe it's not the best way to do it, since I am not used with ZScript, but it works.

Re: SpriteShadow - Duke3D-style Shadows v1.5

PostPosted: Fri Aug 04, 2017 8:27 am
by Someone64
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.

Re: SpriteShadow - Duke3D-style Shadows v1.5

PostPosted: Wed Oct 04, 2017 5:14 am
by vidumec
this thing is great but damn, it causes quite a bit of lag in wads with large monster count