Boom discrepancies

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Gez
 
 
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Boom discrepancies

Post by Gez »

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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Graf Zahl
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Re: Boom discrepancies

Post by Graf Zahl »

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.
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printz
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Re: Boom discrepancies

Post by printz »

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.
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TheDarkArchon
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Re: Boom discrepancies

Post by TheDarkArchon »

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

Image
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esselfortium
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Re: Boom discrepancies

Post by esselfortium »

But is it correct behavior for deep water not to clip midtextures?
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Graf Zahl
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Re: Boom discrepancies

Post by Graf Zahl »

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

Post by Zippy »

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?
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Graf Zahl
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Re: Boom discrepancies

Post by Graf Zahl »

Yes, and Boom apparently never changed this when deep water came into play.
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esselfortium
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Re: Boom discrepancies

Post by esselfortium »

..and it correctly clips sprites in deep water, but not midtex? o_O
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Re: Boom discrepancies

Post by Graf Zahl »

Looks like it.
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printz
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Re: Boom discrepancies

Post by printz »

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.
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Xaser
 
 
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Re: Boom discrepancies

Post by Xaser »

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