Unfortunately, when ZDoom 2.7 was released, this broke. Now, it uses the first skybox thing with an ID of 0, which is incorrect.
I had once used this ability to have areas with a skybox, and others that use the normal map sky for some interesting effects (such as teleporting to different geological regions), but they no longer work.
This is a shot of the test map showing what it should look like: http://puu.sh/lcZwn/4db4c71dc2.png
As for what it shouldn't look like, here's the test map so you can see for yourself. http://zandronum.com/tracker/file_downl ... 4&type=bug
EDIT: It seems that the Skypicker code is the same between ZDoom 2.6 and 2.8, however, I think someone forgot to compensate for this change in the skybox viewpoint code itself:
2.8's code:
Code: Select all
void ASkyViewpoint::BeginPlay ()
{
Super::BeginPlay ();
if (tid == 0 && level.DefaultSkybox == NULL)
{
level.DefaultSkybox = this;
}
}
Code: Select all
void ASkyViewpoint::BeginPlay ()
{
Super::BeginPlay ();
if (tid == 0)
{
int i;
for (i = 0; i <numsectors; i++)
{
if (sectors[i].FloorSkyBox == NULL)
{
sectors[i].FloorSkyBox = this;
}
if (sectors[i].CeilingSkyBox == NULL)
{
sectors[i].CeilingSkyBox = this;
}
}
}
}