FadeTo is broken

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SPZ1
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FadeTo is broken

Post by SPZ1 »

Yes it is broken and there is not much else to say about it! :evil:
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Rachael
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Re: FadeTo is broken

Post by Rachael »

Works just fine for me.

Do you have an example wad where it's broken? What are your system specs?
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Graf Zahl
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Re: FadeTo is broken

Post by Graf Zahl »

SPZ1 wrote:and there is not much else to say about it! :evil:
Very helpful indeed. Without some test case this will be closed - and there is not much else to say about it! :twisted:
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Rachael
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Re: FadeTo is broken

Post by Rachael »

Yeah, this one was a definite hit-and-run type report. We can't fix these kinds of things, so no point in leaving it pending.
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SPZ1
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Re: FadeTo is broken

Post by SPZ1 »

I created a test WAD but could not recreate what is happening in my mod as a whole!!

'm sending a link to my project to Graf Zahl. This is a WIP please do not distribute it!!
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Graf Zahl
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Re: FadeTo is broken

Post by Graf Zahl »

I forwarded it to the other developers so you get faster results. I won't be able to look at it until tomorrow afternoon at the earliest.
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Graf Zahl
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Re: FadeTo is broken

Post by Graf Zahl »

Just got this response:
Rachael wrote:The "broken" FadeTo is used in this script:

Code: Select all

//Guardian Boss defeated
script 10 (void){
	Delay(35 * 3);
	ChangeCamera(100, 0, 0);
	Delay(35 * 3);
	SpawnSpot("SMRPG_Lightning_Bolt", 98);
	Delay(10);
	FadeTo(255, 255, 255, 1.0, 0.4);
	Thing_Remove(99); //Remove Motaro and The Fire Crystal
	SpawnSpot("Fire_Crystal_Pickup", 98);
	FadeTo(255, 255, 255, 0.0, 0.4);
	Delay(10);
	ChangeCamera(0, 0, 0);
	
}
It looks like he forgot a Delay();
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SPZ1
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Re: FadeTo is broken

Post by SPZ1 »

Yes, it appears to be a delay() that it needed
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