by InsanityBringer » Thu Dec 14, 2017 2:31 pm
Late response to this, It would appear at some point the view angle clamping was changed so that you can now look up as much as you can look down. Tall skies still start from their old position though, and I presume the goal here was to do the sky cap thing on tall skies, but it doesn't work properly. The fade effect works until you look up past the top of the tall sky, breaking the effect and causing it to tile. This does not happen with short skies. Stretch also stretches to the old point, and I'm honestly questioning the choice to change the upper pitch limit since unlike before there's nothing anyone can do about the sky tiling, except for using the capped sky feature or making all their skies tile, since moving the start point for tall skies up would break any wad out there using tall skies. meh
Late response to this, It would appear at some point the view angle clamping was changed so that you can now look up as much as you can look down. Tall skies still start from their old position though, and I presume the goal here was to do the sky cap thing on tall skies, but it doesn't work properly. The fade effect works until you look up past the top of the tall sky, breaking the effect and causing it to tile. This does not happen with short skies. Stretch also stretches to the old point, and I'm honestly questioning the choice to change the upper pitch limit since unlike before there's nothing anyone can do about the sky tiling, except for using the capped sky feature or making all their skies tile, since moving the start point for tall skies up would break any wad out there using tall skies. meh