Search found 19 matches
- Tue Jun 27, 2023 12:19 am
- Forum: Closed Bugs [GZDoom]
- Topic: "Holes" in floor/ceiling around key cards in Ultimate Doom
- Replies: 1
- Views: 914
"Holes" in floor/ceiling around key cards in Ultimate Doom
On the latest dev build (gzdoom-x64-g4.11pre-203-gc6978c23a as of this writing), there is a rendering glitch that shows up on E1M9 and E1M6 in Ultimate Doom when using the hardware renderer. It manifests as a "hole" in the floor and ceiling around a key card. This does not occur in the software ...
- Sat May 14, 2022 9:57 am
- Forum: Closed Bugs [GZDoom]
- Topic: Commit 2be13e1b crashes Vulkan renderer on startup
- Replies: 3
- Views: 468
Commit 2be13e1b crashes Vulkan renderer on startup
Platform: Windows 10, x64 Commit: 2be13e1b9f2735660fb147048f35d23628023214 ("- changed shader loader to load only one shader at a time") Compile environment: VS 2022, building x64 Bug: When the Vulkan renderer is selected, GZDoom crashes to desktop with a write AV to a null address, right after ...
- Thu Aug 26, 2021 7:45 pm
- Forum: Developer Blog
- Topic: Benchmark Tests - August 2021
- Replies: 43
- Views: 20414
Re: Benchmark Tests - August 2021
Here's the last one I've got. It's a Core I7-1165G7, which is interesting because it has the latest generation of Intel's onboard graphics, using the "Xe" architecture. Vulkan appears to perform the best here, but is totally unusable because the floors and ceilings are just completely missing, as if ...
- Thu Aug 26, 2021 8:48 am
- Forum: Developer Blog
- Topic: Benchmark Tests - August 2021
- Replies: 43
- Views: 20414
Re: Benchmark Tests - August 2021
Here's a lower-end setup from a few years ago. Intel i7-8550u, onboard graphics, in a notebook. If I get the chance, I'll also try to run it on a little NUC I've got with an i7-1165g7. That one might be interesting because it should be representative of the current wave of onboard graphics in laptop ...
- Tue Aug 24, 2021 5:05 pm
- Forum: Developer Blog
- Topic: Benchmark Tests - August 2021
- Replies: 43
- Views: 20414
Re: Benchmark Tests - August 2021
Modern desktop hardware, discrete GPU.
Amusing how slow the bridge in Frozen Time is compared to...everything.
Amusing how slow the bridge in Frozen Time is compared to...everything.
- Tue Aug 03, 2021 10:34 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Function 'Screen.GetTextScreenSize' not exported
- Replies: 1
- Views: 301
Function 'Screen.GetTextScreenSize' not exported
Commit SHA: a8a5613675e1760e079acc6a3992c6e362601cdb
On launch, regardless of IWAD selection, I'm getting the following error on startup:
gzdoom.pk3:zscript/engine/base.zs, line 415: The function 'Screen.GetTextScreenSize' has not been exported from the executable
On launch, regardless of IWAD selection, I'm getting the following error on startup:
gzdoom.pk3:zscript/engine/base.zs, line 415: The function 'Screen.GetTextScreenSize' has not been exported from the executable
- Wed May 26, 2021 7:34 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Hexen and Heretic crash on startup [dev builds]
- Replies: 6
- Views: 601
Re: Hexen and Heretic crash on startup [dev builds]
It seems to be a consequence of the font/palette changes that were recently introduced. Just to possibly save the devs a little time: This is the stack: > gzdoom.exe!V_ApplyLuminosityTranslation(int translation, unsigned char * pixel, int size) Line 680 C++ gzdoom.exe!FSpecialFont::LoadTranslations ...
- Sat Oct 31, 2020 8:55 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Invoking automap triggers crash
- Replies: 1
- Views: 369
Invoking automap triggers crash
Git commit hash: ff9a56dc0b3e3954c1b479c753cb35f26b73d9d0 (defect appears to have been introduced by e6c96bcb759b938ea3a5a92b2a9d03559cea97f7) Game(s): Probably all; confirmed that this at least repros with Hexen, Doom 2, and Doom. Happens with all renderers. Platform: Windows (x64), self-built, VS ...
- Thu Dec 20, 2018 9:46 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Texture scaling issues with DHTP
- Replies: 4
- Views: 345
Re: Texture scaling issues with DHTP
Yup, just pulled and rebuilt again this afternoon and it looks like all of the really blatant texture sizing and incorrect texture stuff has been fixed by now. 

- Wed Dec 19, 2018 6:52 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Texture scaling issues with DHTP
- Replies: 4
- Views: 345
Texture scaling issues with DHTP
Using the ZDOOM version of DHTP (https://forum.zdoom.org/viewtopic.php?t=51019), I've noticed some pretty crazy texture scaling issues since (I think) when the texture cleanup change was merged last weekend. Here are some representative screenshots from E3M1 on a self-built Windows x64 build, commit ...
- Thu Dec 06, 2018 7:44 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Enemies "slide" when hit
- Replies: 16
- Views: 1108
Re: Enemies "slide" when hit
Rachael's video clip seems consistent with the behavior I noticed. I'll also see if I can bisect it down to the commit responsible, since it has to have been exposed by something within the ~24-48 hours before the commit SHA1 I listed. edit: It seems to have been introduced somewhere between ...
- Wed Dec 05, 2018 8:31 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Enemies "slide" when hit
- Replies: 16
- Views: 1108
Enemies "slide" when hit
it seems like something introduced within the last day or two has changed monster physics in (at least) Doom, Doom 2, and Heretic. When you shoot an enemy, they are very likely to "slide" to the left or right. This effect is most noticeable in Heretic--just load up E1M1 and use the wand to shoot at ...
- Tue Dec 04, 2018 8:00 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Build break in vmiterators
- Replies: 2
- Views: 194
Re: Build break in vmiterators
Buildlog attached.
Edit: I suspect the break was probably caused by https://github.com/coelckers/gzdoom/com ... 3d69b67c9c. Commit hash 3b5ce4ecca5d12018bf129968b1bbbd2cf1bcda6, which immediately precedes that, builds fine on my machine.
Edit: I suspect the break was probably caused by https://github.com/coelckers/gzdoom/com ... 3d69b67c9c. Commit hash 3b5ce4ecca5d12018bf129968b1bbbd2cf1bcda6, which immediately precedes that, builds fine on my machine.
- Tue Dec 04, 2018 7:59 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Build break in vmiterators
- Replies: 2
- Views: 194
Build break in vmiterators
Commit SHA: 0d891b6289088b60c341880cb7419c7ade07a1d5 VS 2017, building x64 RelWithDebInfo Error: LNK2019 Message: unresolved external symbol "public: int __cdecl sector_t::Index(void)const " (?Index@sector_t@@QEBAHXZ) referenced in function "class DSectorTagIterator * __cdecl Create<class ...
- Sun Nov 11, 2018 6:50 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Startup crash in Hexen 1.1 using software renderer
- Replies: 3
- Views: 429
Re: Startup crash in Hexen 1.1 using software renderer
c:\git\gzdoom\src\tflags.h, line 67: Unhandled exception thrown: read access violation. node->**lightsource** was 0x100000146. occurred Call stack: > [Inline Frame] gzdoom.exe!TFlags<enum ActorFlag2,unsigned int>::operator&(ActorFlag2) Line 67 C++ gzdoom.exe!swrenderer::VisiblePlane::AddLights ...