LZDoom 3.88b 02/26 released
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The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine are perfectly acceptable here too.
Please read the full rules for more details.
Re: LZDoom 3.83 yet to be released
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
Re: LZDoom 3.83 yet to be released
All the same, I got an error when I started using the newest LZDoom build. Everything was fine in the build dated October 10
- wildweasel
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- drfrag
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Re: LZDoom 3.83 yet to be released
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.
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.
Re: LZDoom 3.83 yet to be released
There is still a problem.
https://www.dropbox.com/s/umu3uhv67uboc ... t.zip?dl=0
https://www.dropbox.com/s/umu3uhv67uboc ... t.zip?dl=0
- drfrag
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Re: LZDoom 3.83 yet to be released
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.
Re: LZDoom 3.83 yet to be released
Everything works perfectly.Thanks
Re: LZDoom 3.83 yet to be released
I made my laptop settings and now LZDoom works much better with PB.Result achieved
Re: LZDoom 3.83 yet to be released
Once again I made sure that Direct3D is the best rendering for me
- wildweasel
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Re: LZDoom 3.83 yet to be released
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.
Re: LZDoom 3.83 yet to be released
Thanks for the advice
- drfrag
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Re: LZDoom 3.83 yet to be released
Glad it's working now. In theory hardware rendering should be faster.
- TDRR
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Re: LZDoom 3.83 yet to be released
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.drfrag wrote:Glad it's working now. In theory hardware rendering should be faster.
Re: LZDoom 3.83 yet to be released
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?