SetFade() control sector fog doesn't transfer correctly.
Posted: Sat Aug 04, 2007 16:03
Line action 50: Transfer Brightness Level on a map used in a control sector to transfer the brightness, color, fog, and other effects to another portion of the map is not working properly either in GZDoom or in Skulltag's OpenGL mode.
Basically, I am using SetFade() in the control sectors to simulate a floor-level fog that fades away vertically. The glitch is that in GZDoom it's transferring the color onto the walls, and a dark color onto the floor, but no actual fog/fade whatsoever. In skulltag, this effect is not working at all.
This effect works fine in Software modes, however. SetColor() and normal brightness do appear to be working fine, though, in GZDoom (according to extralight.wad).
I will provide my project wad for your testing purposes. Map lump is JRTEST01, and the area in question is straight ahead from the player 1 start, in the outside portion of the map with the lava and rocks. There might be texture errors in the console, but they will not be an issue for this.
http://www.speedyshare.com/773439406.html Wad in question.
Basically, I am using SetFade() in the control sectors to simulate a floor-level fog that fades away vertically. The glitch is that in GZDoom it's transferring the color onto the walls, and a dark color onto the floor, but no actual fog/fade whatsoever. In skulltag, this effect is not working at all.
This effect works fine in Software modes, however. SetColor() and normal brightness do appear to be working fine, though, in GZDoom (according to extralight.wad).
I will provide my project wad for your testing purposes. Map lump is JRTEST01, and the area in question is straight ahead from the player 1 start, in the outside portion of the map with the lava and rocks. There might be texture errors in the console, but they will not be an issue for this.
http://www.speedyshare.com/773439406.html Wad in question.