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

Projects that alter game functions but do not include new maps belong here.
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
r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

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

Post 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
User avatar
Lagi
Posts: 677
Joined: Sat Jun 23, 2018 12:51 pm
Location: Thou shalt alter thy beliefs with new evidence

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

Post by Lagi »

same,

how to get those nice shapes from your screenies?

User avatar
TDRR
Posts: 815
Joined: Sun Mar 11, 2018 4:15 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Debian 12/ Manjaro
Graphics Processor: nVidia with Vulkan support
Location: Venezuela

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

Post 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?

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.
User avatar
r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

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

Post 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?
User avatar
TDRR
Posts: 815
Joined: Sun Mar 11, 2018 4:15 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Debian 12/ Manjaro
Graphics Processor: nVidia with Vulkan support
Location: Venezuela

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

Post 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.
User avatar
TDRR
Posts: 815
Joined: Sun Mar 11, 2018 4:15 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Debian 12/ Manjaro
Graphics Processor: nVidia with Vulkan support
Location: Venezuela

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

Post 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.
User avatar
Redneckerz
Spotlight Team
Posts: 1053
Joined: Mon Nov 25, 2019 8:54 am
Graphics Processor: Intel (Modern GZDoom)

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

Post 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 :)
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

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

Post 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
Post Reply

Return to “Gameplay Mods”