john, i wouldn't mind talking with you about how you achieved the projected shadows. think i have an idea on how it could be done, but never actually got any working at a decent framerate in DB Enhanced.
the way i used to try to do it was, have an volume version of the object i wanted to project.. then grab the alpha where it intersects, finishing by simply darkening the pixels within the alpha post rendering (during the first loop before the next render loop)
i found using a timer, and then syncing every 1/30th while the FPS never hit more than 30.. the program in the background had enough speed for other things. was the only way I could use the memblocks to build levels real-time based on my EasyBSP, for lightmaps the only options available within db itself were overlay (second mesh) which ment cutting scene polygon counts in half, or by pre-blended textures. when GuyS released his Image Blending DLL though, I promptly bought DarkMatter to get enhanced and use that.. got a fantastic speed boost cause it was blended in Pascal (in the DLL) rather than in the program. Always ment to make a BackBuffer grabber so that I could sort faster Alpha, but didn't learn C++ properly until DBP was out.. by which time i'd moved on.
This said, I saw a demo earlier today with someone doing Vertex Lighting which I never knew was possible in DB.. so would be cool to know how you've done it, and what framerates your getting.
Most of my early stuff was done on a Duron 800MHz / 512MB PC133 / Savage4 Pro 32MB. For DB that was relatively powerful, but the Graphics card brought speed down alot.. didn't realise that until getting my GeForce2