Hey, it's been a while :p
It's really awesome to see the shadowmapping, and in particular that it works with sprites! One thing I always wanted was sprites to cast dynamic shadows, but of course that wasn't reasonable with the old methods. Very neat to see this, which creates a lot of pretty eye candy even in vanilla Doom maps.
Besides that, I've noticed some small problems with DECORATE, ACS and MODELDEF.
[DECORATE]
1. Gotos jumping to non-existing states are a fatal error. This is reasonable, because it makes no sense to do that. However, some mods do it even if they have a virtual jump before it, which is the "right way" to do it, so perhaps those cases should be replaced with a Stop or Goto Null and let go with a warning?
2. A_ZoomFactor requires two arguments, but the function in ZDoom actually doesn't require any. A call with no parameters resets the FOV back to 1.0.
3. Weapon.SlotNumber has priority over Player.WeaponSlot, but in ZDoom this is the other way around. This might break a few mods having all the weapon slots jumbled around.
4. Projectiles, when bouncing on the floor (at least those of BounceType Hexen), won't count towards the counter that would put them into the death state, so at one point they'll just slide along the floor until they hit walls enough times to explode.
5. "Spanish Inquisition says: in decorate, thou shalt use `|` to combine constants." has some false positives. As in, not even that it's called in places where flags are used properly or something, I mean stuff that uses ||, logical OR! :p
Like this example from D4T:
"MARM A 0 HealThing(!(velx || vely || velz))"
[ACS]
6. The layer flags in HUDMessage aren't supported. Not a big deal or very high priority, it's a seldom used feature but just in case you're not aware.
7. SetMusic only supports 8-character long names, not full paths.
[MODELDEF]
8. INHERITACTORPITCH is broken. Like, very broken. The models using it display upside down and facing backwards, and don't respond to any changes in pitch at all.
Oh yeah, and MENUDEF. Why not ignore unknown option values? In ZDoom they're left as "unknown", but you could very well just gray them out or remove the entry completely. Surprisingly often, mods include shortcuts to various ZDoom options, but anything K8Vavoom doesn't have will cause an error.
1 and 2 in particular would be nice to have solved. They're the only things stopping QC:DE and D4T from booting up in K8Vavoom (and in fact at least D4T does play pretty nicely in K8V once that's resolved).
Also, since you can check if an actor exists using SpawnForced in ACS, could one K8V-exclusive actor that is always guaranteed to be there, be added to help detect K8Vavoom reliably? I'm currently using K8Gore_Blood for that purpose, but given that's been changing from a "mod" to a built-in feature, I'm kinda afraid it'll change in the future, again.