Gambini, you based the results on an unfinished renderer. The purpose has always been to have Polymost and Polymer look more like classic mode.
Gambini, on 23 March 2018 - 01:03 PM, said:
Visibility has changed drastically and console commands like r_usetileshades, r_shadescale, r_usenewshading don´t do anything when entered on the console.
Does it works if you turn off palette emulation (Options -> Display Setup -> Polymost Setup)? A shader has been on work for GL, so some of the older features may not work in the most recent build.
Gambini, on 23 March 2018 - 01:03 PM, said:
And this is how it looks now on 6788, almost like before but now with a parallax glitch (notice the vertical strips of misalligned sky above the buildings on the distance)
The sectors with parallaxed ceilings use different pannings. Recently we fixed the panning in Polymost mode.
Type this in Mapster console to fix the panning of all skies:
do gamevar i 0 0
do for i allsectors { ifand sector[i].ceilingstat 1 { set sector[i].ceilingxpanning 0 set sector[i].ceilingypanning 0 ifand sector[i].floorstat 1 { set sector[i].floorxpanning 0 set sector[i].floorypanning 0 } }
It would also be possible to do so via CON, if you are interested.
Gambini, on 23 March 2018 - 01:03 PM, said:
This is what both autoexec.cfg and m32_autoexec.cfg read, at least the r_usetileshades command seems to work on the autoexec for Eduke32:
r_shadescale 0.65
r_usenewshading 2
r_novoxmips 1
r_usetileshades 2
While you could fix the shading via Mapster script / CON, it may cause issues with secotor effectors and such. So I recommend a custom shade table with 48 shades to get a result similar to 0.65.