Maisth Posted June 23, 2017 (edited) I Know they were in QZDoom a few months later but when will it release on GZDoom? Edit: After looking at the options i finally found it here's a video on how it looks Edited June 23, 2017 by Maisth 0 Share this post Link to post
Zanieon Posted June 23, 2017 hm? It's been in GZDoom since last month IIRC 0 Share this post Link to post
Remilia Scarlet Posted June 23, 2017 Wait, what? Any links to relevant forum posts, screens, or git commits? My Google-Fu seems lacking today. 0 Share this post Link to post
SaladBadger Posted June 23, 2017 here's the feature suggestions thread originally talking about them and this thiread has a fair amount of further disussion on them. I believe they need to be turned on in the options first. 0 Share this post Link to post
Maisth Posted June 23, 2017 Nevermind i found them they are just lowered thats because its not the same effect as in the video still cool though 0 Share this post Link to post
Bauul Posted June 24, 2017 How do you turn them on again? Is it just an option in the menu, or is there a further command you need? 0 Share this post Link to post
Graf Zahl Posted June 24, 2017 There's an option "enable shadowmaps" in the dynamic lights menu. But be aware that they can be quite performance hungry if there's lots of lights 0 Share this post Link to post
Remilia Scarlet Posted June 24, 2017 (edited) Spoiler Enabled: Disabled: Is this just a limitation of the shadowmaps? The green light source is about 96-120 units below that step, and the step does not touch the wall. 0 Share this post Link to post
Graf Zahl Posted June 24, 2017 The shadowmaps are one-dimensional only, otherwise they'd just be too resource hungry to manage. So all they clip are one-sided walls. 1 Share this post Link to post