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Re: GShadow: Resurrected v2 - Real time actor shadows (15/03

Posted: Tue Apr 14, 2020 2:18 pm
by r&r
using the latest gzdoom 4.3.3
but the mod isn't working for me
as the only shadow i get is my own shadow and it's a square shadow

Re: GShadow: Resurrected v2 - Real time actor shadows (15/03

Posted: Tue Apr 14, 2020 2:44 pm
by Lagi
same,

how to get those nice shapes from your screenies?

[imgur]https://imgur.com/LVvOBli[/imgur]

Re: GShadow: Resurrected v2 - Real time actor shadows (15/03

Posted: Tue Apr 14, 2020 4:24 pm
by TDRR
r&r wrote:using the latest gzdoom 4.3.3
but the mod isn't working for me
as the only shadow i get is my own shadow and it's a square shadow

No monster mods currently support GShadow, make sure you aren't loading any monster mods along with this.

Lagi wrote:same,

how to get those nice shapes from your screenies?

[imgur]https://imgur.com/LVvOBli[/imgur]


The OP, under the "Shadowpacks" spoiler, says this:
What are "shadowpacks"? Shadowpacks are simply replacements for the default rectangular shadow to shadows that have the shape of the actual thing they are casted from, so if a Zombieman gets put in front of a light source, the shadow looks more like a silhouette of him, and not like just a rectangle.

Currently, there's only one available for vanilla Doom's monsters and player, but i may make one for FreeDoom and Heretic later.
Download vanilla Doom shadowpack
NOTE: The load order is GShadow main .pk3 first, and then your shadowpack of choice.

Re: GShadow: Resurrected v2 - Real time actor shadows (15/03

Posted: Tue Apr 14, 2020 5:21 pm
by r&r
Is there a way make the shadows copies base on sprites that are being use?
like if I use a Caleb or Duke sprite skin
my shadow would look like Caleb or Duke?

Re: GShadow: Resurrected v2 - Real time actor shadows (15/03

Posted: Tue Apr 14, 2020 6:21 pm
by TDRR
r&r wrote:Is there a way make the shadows copies base on sprites that are being use?
like if I use a Caleb or Duke sprite skin
my shadow would look like Caleb or Duke?

Impossible with Zandronum's DECORATE support. Not sure about ZScript but I don't use ZScript myself and don't think I'll learn it any time soon.

Re: GShadow: Resurrected v3 - RT actor shadows (31/8/20)

Posted: Mon Aug 31, 2020 4:19 pm
by TDRR
Updated! I added an "universal" version to the first post. Still compatible with Zandronum, and should work perfectly fine with the vast majority of mods that are compatible with Doom maps out there.

However, be careful with it if you're gonna host it, as it's been completely untested online and I suspect the way support for any monster is implemented may cause heavy lag.

Re: GShadow: Resurrected v3 - RT actor shadows (31/8/20)

Posted: Tue Sep 01, 2020 3:33 am
by Redneckerz
TDRR wrote:Updated! I added an "universal" version to the first post. Still compatible with Zandronum, and should work perfectly fine with the vast majority of mods that are compatible with Doom maps out there.

However, be careful with it if you're gonna host it, as it's been completely untested online and I suspect the way support for any monster is implemented may cause heavy lag.

Epic stuff that this got another release. Though the effect is not like Nash's SpriteShadow, this works wonders on lower end rigs who still want some shadows in their environment without breaking the hardware bank.

Thanks for the v3 release :)

Re: GShadow: Resurrected v3 - RT actor shadows (31/8/20)

Posted: Wed Sep 02, 2020 11:17 am
by Captain J
This is by far the most impressive and magical thing i have ever seen. The shadow looks really genuine for gzdoom even!

And i guess we could use this method to make a functional disco ball for gzdoom as well haah