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Marcaek

GLBoom+ colormap problem

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I have a custom colormap to go with a custom palette. It works fine in PRBoom+ but not GLBoom+, everything retains the same colors as they would without a colormap change. Oddly, it does work in GLBoom+ with stock doom but the colors are of course wrong.

 

WAD is attached, intended to work with Mayhem 17

deepwatertest.zip

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I don't think any hardware renderer properly supports custom colormaps.

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For an example, First two shots from BOOMEDIT in PRBoom+ and GLBoom+ respectively:

Spoiler


doom14.png.9878d4447d1de8820bf3479fde3aa201.pngdoom13.png.ace495c94e9690cd2941cc6da3620180.png

 


My map in PRB+ and GLB+:

Spoiler


doom16.png.7937eddb8408b9212553ddf89e38c80b.pngdoom15.png.b479afd1fec336ab6bac2bbbaf4b3658.png

 

 

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I downloaded and had a quick tinker, but I couldn't see why GLBoom+ (which usually handles colormaps very well) has problems with this.

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Works OK (incl. GL) if you use -complevel 9 (or higher).

 

I don't think any hardware renderer properly supports custom colormaps.

2.4.8.2  @ 2007-10-16

[...]

[+]Boom colormaps are supported in OpenGL mode.

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Boom colormaps may be but straight-up custom colormaps are certainly not fully supported.

 

Screen Shot 2018-07-23 at 9.52.34 AM.png

Screen Shot 2018-07-23 at 9.50.58 AM.png 

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2 hours ago, Grazza said:

Works OK (incl. GL) if you use -complevel 9 (or higher).

 

 

Something must be wrong with my GLBoom+ settings then, I'm gonna try a fresh install.

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Fresh install of 2.5.1.5 and no difference. The default boom colormaps included with BOOMEDIT work until a custom palette is loaded. I guess that narrows down the issue but I'm not happy about it :1

 

Spoiler

doom12.png.e61e57411f235d7bd12211bac7111ec7.png

 

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