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