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Have you checked that no other similar issue already exists?
I have searched and not found similar issues.
A clear and concise description of what the bug is.
Shadow scaling (and squashing) seems very different from DOS.
Notably, if a ghost is really high in the sky, it will cast a shadow so big (2x the size of a ghost) and so unsquashed (1:1 aspect ratio) that it just looks like there's a big transparent ghost in front of you rather than a shadow.
This can NEVER happen in DOS. In fact, shadows in DOS SW get smaller the higher an enemy is, eventually seeming to not show at all. In my opinion, DOS was right, this makes more sense. In real life, the closer you are to the surface your shadow is being cast onto, the stronger it is. And the farther you are, the more chance there is for diffused light to weaken your shadow. (but it also just looks better that way because I'm not being hunted by behemoth shadows...)
Steps to reproduce the behaviour.
Explain how to reproduce
Go to level 21 of the Wanton Destruction addon (Redwood Forest)
Gain access to the treetops
Find a ghost up there
go to the base of the trees and observe the ghost's shadow
In DOS: The shadow is at maximum a pixel wide, if not totally gone.
In Raze: The shadow is a behemoth, run.
Your configuration
default
Provide a Log
No response
The text was updated successfully, but these errors were encountered:
Hey, sorry to bother again, but I checked in latest devbuild and there's still some weirdness going on. It seems like the math is accurate if the enemy and player are at the same elevation, or if the enemy is below the player. But if an enemy is near the player, AND above the player (for example, on a slope walking downwards towards a player), their shadow will grow and become much bigger than expected. I made sure this wasn't the case in DOS. In DOS, enemy shadows shrink and disappear as the player goes below the enemy, instead of growing.
(Seppuku Station, level 1)
(Redwood Forest, level 21 in Wanton Destruction addon)
(its usually easy to replicate this bug with this first coolie after the red key elevator)
Hint: Do not post in closed bug tickets if you want your messages to be seen!
My bad about that, I thought it sent a notification to the people who worked on the original issue. I wasn't sure if I should just create another issue when it seemed like the math only needed a small tweak. Noted for the future 👍
Raze version
Raze 1.10.2
Which game are you running with Raze?
Shadow Warrior
What Operating System are you using?
Windows 11
Please describe your specific OS version
No response
Relevant hardware info
No response
Have you checked that no other similar issue already exists?
A clear and concise description of what the bug is.
Shadow scaling (and squashing) seems very different from DOS.
Notably, if a ghost is really high in the sky, it will cast a shadow so big (2x the size of a ghost) and so unsquashed (1:1 aspect ratio) that it just looks like there's a big transparent ghost in front of you rather than a shadow.
This can NEVER happen in DOS. In fact, shadows in DOS SW get smaller the higher an enemy is, eventually seeming to not show at all. In my opinion, DOS was right, this makes more sense. In real life, the closer you are to the surface your shadow is being cast onto, the stronger it is. And the farther you are, the more chance there is for diffused light to weaken your shadow. (but it also just looks better that way because I'm not being hunted by behemoth shadows...)
Steps to reproduce the behaviour.
Explain how to reproduce
In DOS: The shadow is at maximum a pixel wide, if not totally gone.
In Raze: The shadow is a behemoth, run.
Your configuration
Provide a Log
No response
The text was updated successfully, but these errors were encountered: