Re: SpriteShadow (Duke3D Shadows) v1.9

Mon Sep 21, 2020 1:06 pm

Caligari87 wrote:What's with the shadow "height" being different between those two shots?

8-)


I added an experimental user-configurable height setting because during testing I noticed that the shadows in Blood and Shadow Warrior are taller than Duke3D.

I probably will omit this feature as there is a line that needs to be drawn when it comes to [over]exposing user options.

Re: SpriteShadow (Duke3D Shadows) v1.9

Sat Oct 03, 2020 7:03 am

Are you a mod author who merges SpriteShadow.pk3 into your mod/TC/full game? Please answer the poll and (if possible) drop a link to your project. Thanks!

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Sun Oct 04, 2020 12:41 pm

Hi Nash, I answered YES to your poll: I helped tweaking the existing SpriteShadow to Brutal Doom Black Edition : https://www.moddb.com/mods/brutal-doom/ ... ck-edition

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Sun Oct 04, 2020 8:59 pm

I answered "Yes" to the poll. I integrated SpriteShadows into my EVP mod: viewtopic.php?f=43&t=58191

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Tue Oct 06, 2020 8:46 pm

I initially voted "No", but considering my Duke-based project, it'd be criminal not to try and integrate it into the project at some point, so I went ahead and changed it to "Yes". I'll link it when I get it up and running.

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Thu Nov 12, 2020 9:10 am

Hi Nash, I've recently added Sprite shadow to my mod here.

https://forum.zdoom.org/viewtopic.php?f=19&t=68686

There's a few enemies that crawl on the ceiling and at the moment the shadows are cast on the ground. For me I don't see it as an issue, I quite like that it gives a clue that something up there on the ceiling (about to attack you). As long as there's lights on the ceiling it's realistic anyway :)

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Mon Feb 22, 2021 5:53 pm

great mod!

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Tue Feb 23, 2021 1:28 pm

it looks like shadows don't move with the caster if they are on elevators, adding the flag +MOVEWITHSECTOR appears to fix that

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Tue Feb 23, 2021 1:50 pm

I appreciate the reports but as I've said before, this mod will be redundant. I already have a working implementation of the engine version and it works much better than the mod version..

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Thu Apr 01, 2021 12:41 pm

Great mod.
Would you consider extending shadows to the spheres as well? As DOOM Retro does, for example.

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Sun Apr 25, 2021 1:38 am

Congratulations Nash for landing the native SpriteShadow support in GZDoom itself, works great and looks exactly as SpriteShadow did.
:D
Moved Brutal Doom Black Edition to use it, which took about 1 mn to do :)

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Sun Apr 25, 2021 1:40 am

Awesome! I'm interested to know if there are any performance differences between the mod version and the engine version.

I will be making an official announcement later this week - I'd like to wait for DRDTeam devbuilds to catch up first so that more people can test it...

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Sun Apr 25, 2021 8:13 am

Wow, just noticed this totally by coincidence. Hopefully they'll make a new GZDoom release soon now to make it official. More than enough commits have accumulated in the meantime, I think.

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Sun Apr 25, 2021 11:01 pm

Nash wrote:Awesome! I'm interested to know if there are any performance differences between the mod version and the engine version.

I will be making an official announcement later this week - I'd like to wait for DRDTeam devbuilds to catch up first so that more people can test it...


Yeah sure ! Just some remarks about the shadow distance : I think we should expose it as a proper slider in Display. As for me, I think that a value of 1000 is more than enough for it instead of 1500.

With this native version, I didn't change the code of Black Edition and simply use option "Always" / "No" : Thanks to the legacy SpriteShadow, regular monsters and players had shadows of course, but also casings and ammo magazines that were tagged "+ISMONSTER" just for the sake of supporting them, so everything worked out of the box.

Re: SpriteShadow (Duke3D Shadows) v1.9 (calling mod authors)

Tue Apr 27, 2021 12:37 am

NightFright wrote:Wow, just noticed this totally by coincidence. Hopefully they'll make a new GZDoom release soon now to make it official. More than enough commits have accumulated in the meantime, I think.

You can try posting it in the features suggestions. It isn't unheard of for a new release to be triggered by one, and the release schedule is lagging a bit anyhow.