SpriteShadow v2.0 (now built into GZDoom 4.6.0!)
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.
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.
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- Spotlight Team
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Re: Duke3D-style Shadows v1.3
Sounds like a small detail, but in practice this is amazing!
You're the man, Nash.
You're the man, Nash.
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- Spotlight Team
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Re: Duke3D-style Shadows v1.3
Should actually be integrated into GZDoom as an option. Amazing and beautiful autoload material! Thanks a lot for making this!
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Re: Duke3D-style Shadows v1.4
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
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
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Re: SpriteShadow - Duke3D-style Shadows v1.5
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
- 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
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Re: SpriteShadow - Duke3D-style Shadows v1.5
Wow, such a small adjustment really makes a difference! Looks much more crisp and polished now. Thanks for this!
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Re: SpriteShadow - Duke3D-style Shadows v1.5
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.
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Re: SpriteShadow - Duke3D-style Shadows v1.5
Last time I checked, ZScript is extremely unstable with netplay. Like, way more unstable than GZDoom's multiplayer normally is.
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Re: SpriteShadow - Duke3D-style Shadows v1.5
Does not break in multiplayer. :D
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Re: SpriteShadow - Duke3D-style Shadows v1.5
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.
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Re: SpriteShadow - Duke3D-style Shadows v1.5
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!
Very well done!
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Re: SpriteShadow - Duke3D-style Shadows v1.5
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!
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!
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Re: SpriteShadow - Duke3D-style Shadows v1.5
It's an honor to be included in BoA. :D
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Re: SpriteShadow - Duke3D-style Shadows v1.5
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.
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.
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Re: SpriteShadow - Duke3D-style Shadows v1.5
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.
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Re: SpriteShadow - Duke3D-style Shadows v1.5
this thing is great but damn, it causes quite a bit of lag in wads with large monster count