[UPDATED] ZDoom32 2.8.5 (ZDoom is undead)

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Re: [UPDATED] ZDoom32 2.8.5 (ZDoom is undead)

Postby drfrag » Mon Oct 01, 2018 6:52 am

As you know old versions no longer compile and run with VS 2017 and the v141 toolset so i've reported the previous crash as a bug in the C++ compiler. With the latest version (15.8.4) there's a new crash in p_setup.cpp at line 4091 (times[16].Clock();) so i reverted the previous hack in gl_setup.cpp.
The issue is supposed to be under investigation:
https://developercommunity.visualstudio ... ut-no.html

> zdoom.exe!P_SetupLevel(const char lumpname, int position) Line 4091 C++
zdoom.exe!G_DoLoadLevel(int position, bool autosave) Line 1007 C++
zdoom.exe!G_InitNew(const char mapname, bool bTitleLevel) Line 542 C++
zdoom.exe!G_DoNewGame() Line 367 C++
zdoom.exe!G_Ticker() Line 1073 C++
zdoom.exe!TryRunTics() Line 1946 C++
zdoom.exe!D_DoomLoop() Line 1016 C++
zdoom.exe!D_DoomMain() Line 2673 C++
zdoom.exe!DoMain(HINSTANCE hInstance) Line 1074 C++
zdoom.exe!WinMain(HINSTANCE__ hInstance, HINSTANCE_ nothing, char cmdline, int nCmdShow) Line 1329 C++

- times[16] {Counter=0 } cycle_t
Counter 0 _int64

Edit: this crash is gone. The other one was a result of optimizing with the fast floating point model.
Last edited by drfrag on Sat Jan 26, 2019 6:56 am, edited 1 time in total.
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Re: [UPDATED] ZDoom32 2.8.5 (ZDoom is undead)

Postby TDRR » Thu Jan 10, 2019 6:43 pm

Hey drfrag, can you add support for my backport of The Adventures of Square? It can be identified by the lumps SQU-SWE1(.txt) and E2A1(no extension). (same as those used to recognize the unmodified version) and is named square186.pk3

It would be nice if you also put this in ZDoom LE.

The difference in speed for relatively old machines is incredible, in GZDoom the speed is basically unplayable in E2, and here it's running at around 20fps at worst, which is pretty playable, everything considered.
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Re: [UPDATED] ZDoom32 2.8.5 (ZDoom is undead)

Postby drfrag » Sat Jan 26, 2019 6:52 am

I've uploaded a new version, it adds several bugfixes and NormalNx scaling.
https://github.com/drfrag666/gzdoom/rel ... 2.8.5b.zip
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I.R developer, I.R smart
Vintage GZDoom Developer
Joined: 23 Apr 2004
Location: Spain

Re: [UPDATED] ZDoom32 2.8.5 (ZDoom is undead)

Postby ClessxAlghazanth » Sun Feb 17, 2019 10:45 am

Thanks very much for the hard work and keeping this brilliant project alive , drfrag ! To say the truth , I just registered here in order to thank you for ZDoom32 !

Being stuck on a near 10 year old pc for my gaming needs , I had no luck with GZDoom (including earlier versions) , it lagging like hell and having severe fps drops , especially while playing mods like BD and CD. I have searched forums , read a lot of threads , and the general consensus was GZDoom should be as fast as Zdoom in software mode and there was no point of using old ZDoom because GZDoom has everything Zdoom has plus OpenGL option and new features and bug fixes , right ? I have tried everything , using software mode , lowering the resolution , disabling all the fancy gfx options , none helped and the game lagged bad with both sw/ogl modes even on the original levels... I gave up and continued using ZDoom 2.8 for long time

And I accidentaly discovered ZDoom32 and gave it a try without expecting much...

Much to my surprise , the game runs smoother than it ever did for me , I can blaze through starterpack with ogl with almost no slowdown , even Project Brutality which gave me trouble and was borderline unplayable runs at a reasonable speed

I feel like I'm in Doom Heaven once again

Thanks very much for the great work and please keep it alive ! I'm pretty sure there are lots of people in similar situation and appreciating the effort !

(Sorry for the bad grammar , English is like my third language)
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