LZDoom 3.83a 10/27 released

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Re: LZDoom 3.83 10/06 released

Postby Kamil » Sun Oct 06, 2019 11:03 pm

All the same problem. It is strange that new versions of GZDoom do not suffer from this.
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Re: LZDoom 3.83 10/06 released

Postby drfrag » Mon Oct 07, 2019 2:01 am

Could you please try with JIT disabled (+vm_jit 0 from the command line)?
Are you using the latest GZDoom version? Did 3.82 crash?
Last edited by drfrag on Mon Oct 07, 2019 5:22 am, edited 1 time in total.
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Re: LZDoom 3.83 10/06 released

Postby drfrag » Mon Oct 07, 2019 4:44 am

It's fixed. I've retired the release, i could not download the huge mod (near 400 MB!) yesterday. It was an old bug fixed during the Level refactoring, a bad NULL return value in AActor::StaticSpawn. Very unfortunate, there were reports of PB being unstable at Doomworld with older versions of GZDoom (edit: it was fixed in 4.0) but since the mod gives a wall of errors i didn't pay much attention last night. Later i'll upload 3.83a.
Thanks Kamil for the reports!
Edit: today's devbuild shouldn't crash. https://devbuilds.drdteam.org/lzdoom/
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Re: LZDoom 3.83 10/06 released

Postby Kamil » Mon Oct 07, 2019 11:27 am

I checked a new test build. As long as there were no errors related to PB, but for some reason there were serious performance issues.
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Re: LZDoom 3.83 10/06 released

Postby drfrag » Mon Oct 07, 2019 11:59 am

Performance should be the same as in 3.83, do you mean now it's even slower? I see no difference here.
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Re: LZDoom 3.83 10/06 released

Postby drfrag » Mon Oct 07, 2019 12:50 pm

Upon further investigation...
@realdevs: Houston, we've got a problem. AFAIK in master AActor::StaticSpawn now can't return nullptr since "the final batch of easy level replacements" (uses the auxiliary ConstructActor procedure) but there are still several null pointer checks (searching for '= Spawn' in p_mobj.cpp). There could be actually a minor performance regression.
May be i should add the missing null pointer checks here.
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Re: LZDoom 3.83 10/06 released

Postby drfrag » Mon Oct 07, 2019 1:40 pm

I've reverted the commit and added the missing null pointer checks, so it was not a bad return value. Performance is as shitty as before tough.
@Kamil: thanks for your help again.
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Re: LZDoom 3.83 yet to be released

Postby Kamil » Tue Oct 08, 2019 12:17 pm

lzdoom-d-x64-3.82-122-g55af0b11c.7z dated September 21 was the best in terms of performance at the moment
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Re: LZDoom 3.83 yet to be released

Postby Kamil » Tue Oct 08, 2019 6:33 pm

By the way, lzdoom-d-x64-3.82-140-g8227e795c.7z dated October 4 is also very good with performance
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Re: LZDoom 3.83 yet to be released

Postby Kamil » Wed Oct 09, 2019 8:32 am

I tried a new build of LZDoom. All is well with performance and PB. But you can’t configure Nash Gore in PB 3.0 in any way you want, otherwise the game will crash. GZoom has no such problem. And I noticed that Direct 3D is faster than OpenGL. I use the maximum settings.
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Re: LZDoom 3.83 yet to be released

Postby drfrag » Wed Oct 09, 2019 9:08 am

What setting did you change exactly?
The -d- builds are those i compile myself but they are not Release builds. The last one contains a half-assed feature and then i did a hard reset. Later i'll upload another one with the fixed tall skies in software and the new command to unset the quicksave slot.
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Re: LZDoom 3.83 yet to be released

Postby Kamil » Wed Oct 09, 2019 11:34 am

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Re: LZDoom 3.83 yet to be released

Postby drfrag » Wed Oct 09, 2019 12:41 pm

Thanks, that's certainly a lot of info. For me it doesn't crash changing the Nashgore settings. Did you load something else besides PB?
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Re: LZDoom 3.83 yet to be released

Postby Kamil » Wed Oct 09, 2019 12:43 pm

No
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Re: LZDoom 3.83 yet to be released

Postby Kamil » Wed Oct 09, 2019 12:46 pm

I didn’t download anything else. And by the way, why aren't you in the Discord group?
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