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.
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Cyanide
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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.
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NightFright
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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!
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Nash
 
 
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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
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Nash
 
 
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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
MrJohnny
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Re: SpriteShadow - Duke3D-style Shadows v1.5

Post by MrJohnny »

Wow, such a small adjustment really makes a difference! Looks much more crisp and polished now. Thanks for this!
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Nash
 
 
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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.
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DrPyspy
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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.
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Nash
 
 
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Re: SpriteShadow - Duke3D-style Shadows v1.5

Post by Nash »



Does not break in multiplayer. :D
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JudgeGroovy
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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.
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gwHero
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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!
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Ozymandias81
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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!
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Nash
 
 
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Re: SpriteShadow - Duke3D-style Shadows v1.5

Post by Nash »

It's an honor to be included in BoA. :D
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Ozymandias81
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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
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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.
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vidumec
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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

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