If they are stencil shadows then you should also check for your gfx card's stencil buffer support (how many bits the stencil buffer can have), and how many bits of the stencil buffer Tremulous requires for drawing shadows (Stof wrote that 8 ). So this is your OpenGL driver's thing, not windows :wink:
But I think it's wired that it depends on the framebuffer color depth - the buffers should be separate, but maby the game's engine does not use the hardware stencil buffer and uses framebuffer to store the stencil bits? But what about the transparency then?
BTW. I tried the /cg_shadows and it works now. (I have r_stencilbits set to 8 and use 32bit framebuffer, and of course use linux :wink: )
BTW2. I wonder how many more secret options are there in the engine just waiting for me to try 'em :wink: