SpriteShadow v2.0 (now built into GZDoom 4.6.0!)
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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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Re: Duke3D-style Shadows v1.1 [final, It Just Works™]
So does this also work with custom monsters?
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Re: Duke3D-style Shadows v1.1 [final, It Just Works™]
Yea, it does, as long as they have sprites. Still don't like the shadows over the top of the actors. Perhaps setting them back by one unit from the player's position will fix that. I'd try, but I can't ZScript.
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Re: Duke3D-style Shadows v1.1 [final, It Just Works™]
It doesn't happen all the time, it depends on which angle you're looking at the monster. Even in my first release with the duplicate-monster-hack, sometimes the shadows will draw in front of the monster.
No point trying to fight over such shaky and undefined program behavior.
No point trying to fight over such shaky and undefined program behavior.
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Re: Duke3D-style Shadows 1.2 [final, works ib all monsters/m
Updated to be compatible with GZDoom 2.4 / latest devbuilds compatible (adds new version directive)
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Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m
Thank you for updating this. I love it and had a mild panic when I found 1.1 to be broken in todays DRD build!
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Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m
No dice with this mini-mod, not even the latest SVN or the minimum SVN required. I get:
EDIT: Something broke with Tilt++ when I had to switch SVNs to try to get this mod to work.
Code: Select all
Script error, "dukeshadow 1.2.zip:zscript.zsc" line 1:
Unexpected identifier
Expecting end of file or 'include' or 'extend' or 'class' or 'struct' or 'const' or 'enum'
Execution could not continue.
1 errors while parsing dukeshadow1.2.zip:zscript/dukeshadow.zsc
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Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m
No, you don't have the latest devbuild then.
Generalliy speaking, every time there's a line 1 error, it means the executable does not recognize the version directive, which is only available in newer dev builds (and will be for GZDoom 2.4).
Generalliy speaking, every time there's a line 1 error, it means the executable does not recognize the version directive, which is only available in newer dev builds (and will be for GZDoom 2.4).
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Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m
Just checked for the latest bleeding-edge devbuild (Gzdoom-2.5pre-85-gf3ae144, March 18th), tried to load Tilt++, and I got the same errors as I would get with the previous SVNs.Nash wrote:No, you don't have the latest devbuild then.
Generalliy speaking, every time there's a line 1 error, it means the executable does not recognize the version directive, which is only available in newer dev builds (and will be for GZDoom 2.4).
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Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m
Tilt++ was also updated a while ago, be sure you have the latest version of that mod too.
I loaded both mods with zero problems of my end, and my GZDoom executable isn't even bleeding edge (I'm out of date by about a few days from today, no time to play)
I loaded both mods with zero problems of my end, and my GZDoom executable isn't even bleeding edge (I'm out of date by about a few days from today, no time to play)
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Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m
Hi,nash i can't seem to load your file , do i need to compile it on a wad or pk3? or i am just a noob not doing it right?
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Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m
Please use the latest GZDoom devbuild from http://devbuilds.drdteam.org/
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Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m
Ok Thanks!Nash wrote:Please use the latest GZDoom devbuild from http://devbuilds.drdteam.org/
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Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m
Is there any reason why QZDoom would have difficulties or incompatibilities with this mod? Because I tried loading it with the new QZDoom 1.3.0.1 and it crashes randomly when I try to save the game and it's really confusing me. I initially thought that it was a QZDoom problem but I tested QZDoom without any add-ons other than the lights and brightmaps and it ran just fine. It was only when DukeShadows was loaded with it that the save-game crashes happened.
I tried GZDoom 2.4 out of curiosity and it works just fine with and without DukeShadows but it sucks having to choose between shadowmaps and monster shadows, especially because they look really good together in the right environment.
I tried GZDoom 2.4 out of curiosity and it works just fine with and without DukeShadows but it sucks having to choose between shadowmaps and monster shadows, especially because they look really good together in the right environment.
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Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m
Do you have any crash reports?
No matter what happens in a crash, you should always post it in the tracker, even if you think it's simple user error, along with the mod and any crash report files it generates.
Please include your hardware specs, too. (CPU, Operating System version, and GPU)
No matter what happens in a crash, you should always post it in the tracker, even if you think it's simple user error, along with the mod and any crash report files it generates.
Please include your hardware specs, too. (CPU, Operating System version, and GPU)
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Re: Duke3D-style Shadows 1.2 [final, works on all monsters/m
I'm currently occupied with other things... there are some updates that I meant to push out for all my recent mods to align them to GZDoom 2.4's official release (mainly about using AddEventHandler instead of EventHandler inside MAPINFO, and general code cleanup). And see if I can get it to crash, things like that.
But I don't have too much time and motivation for it this week.
But I don't have too much time and motivation for it this week.