LZDoom 3.83a 10/27 released

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Re: LZDoom 3.83 yet to be released

Postby Kamil » Sun Oct 13, 2019 4:15 pm

I checked PB again on a shitty laptop with the latest LZDoom test build. Everything got a lot better and PB now doesn't crash
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Joined: 21 Sep 2019
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Operating System: Windows Vista/7 64-bit
Graphics Processor: ATI/AMD (Legacy GZDoom)

Re: LZDoom 3.83 yet to be released

Postby Kamil » Sun Oct 13, 2019 5:26 pm

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Re: LZDoom 3.83 yet to be released

Postby Kamil » Sun Oct 13, 2019 5:28 pm

All the same, I got an error when I started using the newest LZDoom build. Everything was fine in the build dated October 10
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Graphics Processor: ATI/AMD (Legacy GZDoom)

Re: LZDoom 3.83 yet to be released

Postby wildweasel » Sun Oct 13, 2019 5:52 pm

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Re: LZDoom 3.83 yet to be released

Postby drfrag » Mon Oct 14, 2019 5:32 am

The only relevant change in the last build was related to loading GL nodes. This is a different problem.
I've found another missing null pointer check that could be problematic so try the next build.
That said i could not reproduce the crash around that area but here with 4 GB of ram windows almost froze while debugging, i quit the game fine but the task manager closed and the windows explorer crashed. The engine was "only" using 1 GB of ram tough, that with default settings and you've set PB to the max. And then the mod is heavy WIP and there's a wall of errors in the console.
About those null pointer checks may be it's better to just not return null but there are already a lot of them and i'm not sure if there could be a performance impact or not and then may be those checks should be removed for consistency.
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Re: LZDoom 3.83 yet to be released

Postby Kamil » Tue Oct 15, 2019 5:42 am

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Re: LZDoom 3.83 yet to be released

Postby drfrag » Tue Oct 15, 2019 11:38 am

Thanks for the reports. I think this time it's fixed for real. :) It crashed after an hour when i died and alt-tabbed to check ram. In the end seems that half of the null pointer checks were missing.
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Re: LZDoom 3.83 yet to be released

Postby Kamil » Thu Oct 17, 2019 12:18 pm

Everything works perfectly.Thanks
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Re: LZDoom 3.83 yet to be released

Postby Kamil » Thu Oct 17, 2019 2:16 pm

I made my laptop settings and now LZDoom works much better with PB.Result achieved :D
Kamil
 
Joined: 21 Sep 2019
Discord: @Kamil#8122
Operating System: Windows Vista/7 64-bit
Graphics Processor: ATI/AMD (Legacy GZDoom)

Re: LZDoom 3.83 yet to be released

Postby Kamil » Thu Oct 17, 2019 6:08 pm

Once again I made sure that Direct3D is the best rendering for me
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Re: LZDoom 3.83 yet to be released

Postby wildweasel » Fri Oct 18, 2019 12:02 am

Please use the Edit button if you have more thoughts to add to your post, especially if nobody has replied to you since you've posted.
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Re: LZDoom 3.83 yet to be released

Postby Kamil » Fri Oct 18, 2019 12:28 am

Thanks for the advice
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Discord: @Kamil#8122
Operating System: Windows Vista/7 64-bit
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Re: LZDoom 3.83 yet to be released

Postby drfrag » Fri Oct 18, 2019 11:49 am

Glad it's working now. In theory hardware rendering should be faster.
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Re: LZDoom 3.83 yet to be released

Postby TDRR » Fri Oct 18, 2019 5:18 pm

drfrag wrote:Glad it's working now. In theory hardware rendering should be faster.

It depends on the specs and the situation though. I can run LZDoom at very high framerates on my desktop PC dual-core 3GHz, yet in hardware render i get very poor framerates (50 at best in vanilla maps) this is a extreme case but you get the idea.
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Re: LZDoom 3.83 yet to be released

Postby Kamil » Sat Oct 19, 2019 2:48 pm

The new LZDoom build also works great with PB. Great job.But I have a question: when will the release version of LZDoom be and what’s new in Dev Build?
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Joined: 21 Sep 2019
Discord: @Kamil#8122
Operating System: Windows Vista/7 64-bit
Graphics Processor: ATI/AMD (Legacy GZDoom)

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