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Re: LZDoom 3.83 10/06 released

PostPosted: Sun Oct 06, 2019 10:03 pm
by Kamil
All the same problem. It is strange that new versions of GZDoom do not suffer from this.

Re: LZDoom 3.83 10/06 released

PostPosted: Mon Oct 07, 2019 1:01 am
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?

Re: LZDoom 3.83 10/06 released

PostPosted: Mon Oct 07, 2019 3:44 am
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/

Re: LZDoom 3.83 10/06 released

PostPosted: Mon Oct 07, 2019 10:27 am
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.

Re: LZDoom 3.83 10/06 released

PostPosted: Mon Oct 07, 2019 10:59 am
by drfrag
Performance should be the same as in 3.83, do you mean now it's even slower? I see no difference here.

Re: LZDoom 3.83 10/06 released

PostPosted: Mon Oct 07, 2019 11:50 am
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.

Re: LZDoom 3.83 10/06 released

PostPosted: Mon Oct 07, 2019 12:40 pm
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.

Re: LZDoom 3.83 yet to be released

PostPosted: Tue Oct 08, 2019 11:17 am
by Kamil
lzdoom-d-x64-3.82-122-g55af0b11c.7z dated September 21 was the best in terms of performance at the moment

Re: LZDoom 3.83 yet to be released

PostPosted: Tue Oct 08, 2019 5:33 pm
by Kamil
By the way, lzdoom-d-x64-3.82-140-g8227e795c.7z dated October 4 is also very good with performance

Re: LZDoom 3.83 yet to be released

PostPosted: Wed Oct 09, 2019 7:32 am
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.

Re: LZDoom 3.83 yet to be released

PostPosted: Wed Oct 09, 2019 8:08 am
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.

Re: LZDoom 3.83 yet to be released

PostPosted: Wed Oct 09, 2019 10:34 am
by Kamil

Re: LZDoom 3.83 yet to be released

PostPosted: Wed Oct 09, 2019 11:41 am
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?

Re: LZDoom 3.83 yet to be released

PostPosted: Wed Oct 09, 2019 11:43 am
by Kamil
No

Re: LZDoom 3.83 yet to be released

PostPosted: Wed Oct 09, 2019 11:46 am
by Kamil
I didn’t download anything else. And by the way, why aren't you in the Discord group?