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GZDoom's fog doesn't work the way I want it to, there is only one set kind and no alternatives unfortunately.
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Make sure you are setting fogdensity in MAPINFO. This property "fixes" fog so that it gets applied evenly across all light levels. Normal GZDoom fog behavior is rather odd.
This could be simulated with some linedef trickery - have it so the fog is set when you cross a linedef at a distance, perhaps? You may be able to play with it enough that it has a 'gradual fade' effect. Alternately, if you're willing to get super advanced about it, have a script running that checks your distance from a hidden / invisible actor at the point of the fog.
You could also use translucent, solid-colour midtextures which are activated the same way as the abovementioned idea.