Boom discrepancies
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Boom discrepancies
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.
What Eternity gives in the same room is obviously what was intended.
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:
When you shouldn't:
However, it is not fullbright when seen from the deep water itself:
When it should:
ZDoom applies Boom colormaps to the entire geometry, but not (as much) to sprites.
What Eternity gives in the same room is obviously what was intended.
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:
When you shouldn't:
However, it is not fullbright when seen from the deep water itself:
When it should:
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: Boom discrepancies
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.
PrBoom shows them exactly like ZDoom.
Re: Boom discrepancies
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.
- TheDarkArchon
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Re: Boom discrepancies
Case in point:Graf Zahl wrote: PrBoom shows them exactly like ZDoom.
- esselfortium
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Re: Boom discrepancies
But is it correct behavior for deep water not to clip midtextures?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Boom discrepancies
As I said, PrBoom shows the same behavior as ZDoom so I guess Boom did not implement it.
Re: Boom discrepancies
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?esselfortium wrote:But is it correct behavior for deep water not to clip midtextures?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Boom discrepancies
Yes, and Boom apparently never changed this when deep water came into play.
- esselfortium
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Re: Boom discrepancies
..and it correctly clips sprites in deep water, but not midtex? o_O
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Boom discrepancies
Looks like it.
Re: Boom discrepancies
A light level change clips midtextures, to be more exact.Zippy wrote:In vanilla, doesn't only a sector height change clip midtextures?esselfortium wrote:But is it correct behavior for deep water not to clip midtextures?
Re: Boom discrepancies
Either or will do the trick. As long as there's some 'visible' difference between the sectors on either side of the line.