Boom discrepancies

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Expand view Topic review: Boom discrepancies

Re: Boom discrepancies

by Xaser » Sat Jan 22, 2011 11:48 pm

Either or will do the trick. As long as there's some 'visible' difference between the sectors on either side of the line.

Re: Boom discrepancies

by printz » Sat Jan 22, 2011 6:34 pm

Zippy wrote:
esselfortium wrote:But is it correct behavior for deep water not to clip midtextures?
In vanilla, doesn't only a sector height change clip midtextures?
A light level change clips midtextures, to be more exact.

Re: Boom discrepancies

by Graf Zahl » Fri Jan 21, 2011 1:44 am

Looks like it.

Re: Boom discrepancies

by esselfortium » Thu Jan 20, 2011 10:10 pm

..and it correctly clips sprites in deep water, but not midtex? o_O

Re: Boom discrepancies

by Graf Zahl » Thu Jan 20, 2011 5:57 pm

Yes, and Boom apparently never changed this when deep water came into play.

Re: Boom discrepancies

by Zippy » Thu Jan 20, 2011 4:40 pm

esselfortium wrote:But is it correct behavior for deep water not to clip midtextures?
In vanilla, doesn't only a sector height change clip midtextures? E.g. placing too tall a mixtexture on a non-height changing sector border causes the texture to be drawn into the floor/ceiling, right?

Re: Boom discrepancies

by Graf Zahl » Thu Jan 20, 2011 3:01 pm

As I said, PrBoom shows the same behavior as ZDoom so I guess Boom did not implement it.

Re: Boom discrepancies

by esselfortium » Thu Jan 20, 2011 2:31 pm

But is it correct behavior for deep water not to clip midtextures?

Re: Boom discrepancies

by TheDarkArchon » Thu Jan 20, 2011 5:56 am

Graf Zahl wrote: PrBoom shows them exactly like ZDoom.
Case in point:

Image

Re: Boom discrepancies

by printz » Thu Jan 20, 2011 5:15 am

Indeed. SMMU changed middle-area colormaps to act just like ZDoom coloured light, not encompass the whole screen when you enter the place, thereby creating horrible discrepancies with maps where you're supposed to enter a special chamber to modify your visibility over a dark area => effect is destroyed in SMMU and beyond.

Re: Boom discrepancies

by Graf Zahl » Wed Jan 19, 2011 5:39 am

All of these are Eternity problems. (And yes, I have known for quite some time that Eternity's support for some Boom rendering tricks is a bit broken thanks to some badly motivated changes in SMMU.)

PrBoom shows them exactly like ZDoom.

Boom discrepancies

by Gez » Wed Jan 19, 2011 5:16 am

Playing Boomedit with ZDoom (or GZDoom) shows several discrepancies, the most severe of which being how colormaps are handled. The following screenshots use Eternity as the Boom reference.

ZDoom applies Boom colormaps to the entire geometry, but not (as much) to sprites.
Image Image Image Image
What Eternity gives in the same room is obviously what was intended.
Image Image Image Image

Less important than the colormaps, but noticeable nonetheless, is what happens in the deep water pool:

With ZDoom, you can see the middle texture through the deep water here:
Image
When you shouldn't:
Image

However, it is not fullbright when seen from the deep water itself:
Image
When it should:
Image Image

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