Realm667 / WolfenDoom

"WolfenDoom - Blade of Agony" | Important: This is only meant for development and testing purposes. You are NOT ALLOWED to use material from this repository for your own projects. Important: This repository is for development and testing purposes, you are NOT ALLOWED to use the copyrighted material for your own projects without our permission!
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[C3M5_C] Skybox light/fade affects mountains but not sky #1456

Open Tormentor667 opened 3 weeks ago

Tormentor667 commented 3 weeks ago

The script that controls the fading of the skybox works for the mountains but not for the sky anymore. It seems as if the line that changes the 3d-actors alpha channel at line 340 ``SetActorProperty(45, APROP_Alpha, (1.0 * (fadetime - i)) / fadetime); doesn't affect the translucency anymore. I can remember that @AFADoomer created that 3d object and the effect.

Beginning: beginning

Later: middle

The clouds actually should slowly vanish and the night sky should appear by increasing the transparency of the 3d object. But this does somehow not work anymore.

Tormentor667 commented 3 weeks ago

Update: This is obviously an engine bug. Adding alpha to the 3d object doesn't change its look ingame. It's always fully opaque.

Made a report: https://forum.zdoom.org/viewtopic.php?t=79400

hawkwind3 commented 1 week ago

@Tormentor667 I also made mention of your zdoom bug report here ... https://github.com/ZDoom/gzdoom/issues/2708

hawkwind3 commented 4 days ago

I've made a great workaround. Emulates what happens in BoA 3.1/GZDoom 4.6. Can be used if the BoA coders cannot come up with better and if the GZDoom devs cannot fix the issue. As such this has not yet been added to the commit.

Added this to the script ... line 342 SetActorProperty(45, APROP_RenderStyle, STYLE_Translucent);

And constructed a "timer" to remove T106 - Type 12506 - mountain skybox, just before the 10 minute cutoff. See new sector 2807 and within.

C3M5_C.zip