Anyway I gave this a whirl with q2bsp, using some old test map I had, what I found:
1. _skyaxis / _skyrotate is still broken / not working.
2. _skyroom appears to work flawlessly. VERY COOL AND AWESOME! Just make sure to set _skyroom coords to the center of your skyroom as directed, and it should work for every sky surface you have.
EDIT: Note however, that entities / models don't appear to show up, at least thats what happened when I put a scrag in the skyroom.
EDIT2: Nevermind, I replaced the scrag with a walltorch (static entity), it appeared so as the commit note said, non-static entities without reliable pvs don't show up.
EDIT3: I seem to have found a maybe bug: if you have a skybox set for the map with _sky, it overrides the skyroom. I suspect this is intentional though as a skyroom should probably just use regular textures instead of sky surfaces, as you are basically building a sky out of map geometry. (and a skybox is just a regular box with different meshing textures for each side anyway...) Also, don't set any sky surfaceflags in the skyroom in q2bsp, as it will get confused and give you a black sky instead it would seem.
EDIT4: Just tried this in normal qbsp, seems to work fine there as well, though you do have to compile the map into a .bsp and not use fteqw's builtin .map loading.
EDIT5: Noticed I kept getting a shader compilation error, not sure if its my fault or not:
Code: Select all
Vertex shader (defaultskybox) compilation error:
0:162(2): error: syntax error, unexpected ';', expecting $end
Overall, this seems like a great addition, with lots of potential. With a bit of creative use of some alpha / transparency / rotate / transform / scroll shaders, one could come up with some really cool and funky looking skies and better looking, easier to build long distance terrains. (Waaaay better than a skybox)
(* cuts to the quakeguy exiting a slipgate, he takes one look at the sky, sees the unmentionables lazily floating in the sky and goes "OH HELL NO!" )