Shadow mapping does look standard for 2005+ but I've kicked shadow volumes, shadow mapping, etc around never getting it to work across the board. Heck I even tried dropping a decal under the player of a soft blob like Q3 shadows, which clipped but man it was sloooow.
Dark places does a
perfect looking shadow effect but i'm sure alot of backend work is due to this, not just a simple routine. I'm simply using stencil planar shadows that have a dynamic alpha based on the distance to the impact to hide the vulgarity of the whole mess. The only reason I use shadows as for multiplayer is the perspective. It makes player mesh into the scene so you can judge distance better.
I guess if i had a new singleplayer mod and just wanted to show it off so some friends i'd fire up DarkPlaces with all the bells on and play that way, but for pure multiplayer aspect, fast crappy shadows work well enough
