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Hot Topic (More than 10 Replies) Issue #53. Visible shadows under invisible/translucent players (Read 1147 times)
Smirftsch
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Re: Issue #53. Visible shadows under invisible/translucent players
Reply #15 - Apr 13th, 2018 at 6:51am
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To make it short, I fully trust your judgement here and if there are some objections from someone I am sure this will be after they've seen it in game. Do whatever you think is making sense.
Just one thing I am wondering while you are at it- I know there was somewhere in the forums a mod to make shadows light direction depending, do you think you could add something like this as well ? This would be a nice addition yet for 227j- in case you consider it feasible to do so. Perhaps the most closest light should be enough to make it not yet more expensive.
Maybe I can realize this some day in GPU with XOpenGL some day, but this is not to be expected very soon.

  

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Masterkent
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Re: Issue #53. Visible shadows under invisible/translucent players
Reply #16 - Apr 13th, 2018 at 5:39pm
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Smirftsch wrote on Apr 13th, 2018 at 6:51am:
Just one thing I am wondering while you are at it

Initially I considered shadows when I worked on modifications to UMenu. I tried to achieve two goals (where possible):

1) menus should display actual values (reopening a dialog should refresh the indicated values),

2) any modifications in the user config which are done via UMenu should take effect as soon as possible (ideally - immediately).

This is how I noticed issue #53.3 (impossible to update shadows on the fly). Then I noticed #53.1, #53.2, and #53.4.

The possibility to cheat (#53.2) should be eliminated as a high-priority issue.

Smirftsch wrote on Apr 13th, 2018 at 6:51am:
I know there was somewhere in the forums a mod to make shadows light direction depending, do you think you could add something like this as well ?

I don't think that's feasible in general (in a sensible manner) since maps commonly use two types of light sources which cannot be technically distinguished from each other without external light maps:
- lights which can be considered as pinpoint lights,
- lights which are supposed to simulate ambient lighting.

Casting directional shadows from abstract points in space that simulate ambient lighting would not make sense.

Smirftsch wrote on Apr 13th, 2018 at 6:51am:
This would be a nice addition yet for 227j

It's a too heavy feature, I think it would be better to consider it later - when working on 227.11 or 227.12.
  
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Smirftsch
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Re: Issue #53. Visible shadows under invisible/translucent players
Reply #17 - May 1st, 2018 at 7:37pm
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ok, thank you Smiley
  

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