LZDoom 3.88b 02/26 released

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Kamil
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Graphics Processor: nVidia with Vulkan support

Re: LZDoom 3.83 10/06 released

Post by Kamil »

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

Post by drfrag »

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 4:22 am, edited 1 time in total.
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drfrag
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Re: LZDoom 3.83 10/06 released

Post by drfrag »

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/
Kamil
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Re: LZDoom 3.83 10/06 released

Post by Kamil »

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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drfrag
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Re: LZDoom 3.83 10/06 released

Post by drfrag »

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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drfrag
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Re: LZDoom 3.83 10/06 released

Post by drfrag »

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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drfrag
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Re: LZDoom 3.83 10/06 released

Post by drfrag »

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.
Kamil
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Re: LZDoom 3.83 yet to be released

Post by Kamil »

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

Post by Kamil »

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

Post by Kamil »

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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drfrag
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Re: LZDoom 3.83 yet to be released

Post by drfrag »

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.
Kamil
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Re: LZDoom 3.83 yet to be released

Post by Kamil »

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drfrag
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Re: LZDoom 3.83 yet to be released

Post by drfrag »

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?
Kamil
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Re: LZDoom 3.83 yet to be released

Post by Kamil »

No
Kamil
Posts: 163
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Re: LZDoom 3.83 yet to be released

Post by Kamil »

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