SpriteShadow v2.0 (now built into GZDoom 4.6.0!)

For high-res texture/sprite projects, sprite-fix patches, music add-ons, music randomizers, and other graphic/sound-only projects.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Cyanide
Spotlight Team
Posts: 317
Joined: Fri Feb 15, 2013 9:39 pm
Location: 6 ft. under

Re: Duke3D-style Shadows v1.3

Post by Cyanide »

Sounds like a small detail, but in practice this is amazing!

You're the man, Nash.
User avatar
NightFright
Spotlight Team
Posts: 1271
Joined: Fri May 02, 2008 12:29 pm
Location: Germany

Re: Duke3D-style Shadows v1.3

Post by NightFright »

Should actually be integrated into GZDoom as an option. Amazing and beautiful autoload material! Thanks a lot for making this!
User avatar
Nash
 
 
Posts: 17282
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Re: Duke3D-style Shadows v1.4

Post 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
User avatar
Nash
 
 
Posts: 17282
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Re: SpriteShadow - Duke3D-style Shadows v1.5

Post 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
Pompous Seed
Posts: 212
Joined: Fri Aug 05, 2016 8:41 am

Re: SpriteShadow - Duke3D-style Shadows v1.5

Post by Pompous Seed »

Wow, such a small adjustment really makes a difference! Looks much more crisp and polished now. Thanks for this!
User avatar
Nash
 
 
Posts: 17282
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Re: SpriteShadow - Duke3D-style Shadows v1.5

Post 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.
User avatar
DrPyspy
Posts: 250
Joined: Sat Feb 21, 2015 7:35 pm
Location: Utah, USA

Re: SpriteShadow - Duke3D-style Shadows v1.5

Post by DrPyspy »

Last time I checked, ZScript is extremely unstable with netplay. Like, way more unstable than GZDoom's multiplayer normally is.
User avatar
Nash
 
 
Posts: 17282
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Re: SpriteShadow - Duke3D-style Shadows v1.5

Post by Nash »



Does not break in multiplayer. :D
User avatar
JudgeGroovy
Posts: 99
Joined: Mon Aug 17, 2015 4:18 pm
Location: Mega-City One, USA

Re: SpriteShadow - Duke3D-style Shadows v1.5

Post 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.
User avatar
gwHero
Posts: 360
Joined: Mon May 08, 2017 3:23 am
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: Intel with Vulkan Support
Location: The Netherlands

Re: SpriteShadow - Duke3D-style Shadows v1.5

Post 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!
User avatar
Ozymandias81
Posts: 2051
Joined: Thu Jul 04, 2013 8:01 am
Discord: Ozymandias81#2768
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars

Re: SpriteShadow - Duke3D-style Shadows v1.5

Post 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!
User avatar
Nash
 
 
Posts: 17282
Joined: Mon Oct 27, 2003 12:07 am
Twitch ID: nashmuhandes
Github ID: nashmuhandes
Location: Kuala Lumpur, Malaysia

Re: SpriteShadow - Duke3D-style Shadows v1.5

Post by Nash »

It's an honor to be included in BoA. :D
User avatar
Ozymandias81
Posts: 2051
Joined: Thu Jul 04, 2013 8:01 am
Discord: Ozymandias81#2768
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars

Re: SpriteShadow - Duke3D-style Shadows v1.5

Post 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.
Someone64
Posts: 414
Joined: Tue Feb 23, 2016 11:59 am

Re: SpriteShadow - Duke3D-style Shadows v1.5

Post 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.
User avatar
vidumec
Posts: 57
Joined: Sat Apr 15, 2017 2:38 am

Re: SpriteShadow - Duke3D-style Shadows v1.5

Post by vidumec »

this thing is great but damn, it causes quite a bit of lag in wads with large monster count

Return to “Graphic/Audio Patches”