
It's a shame that GZDoom can't (yet?) support texture skewing because that particular construct would be a perfect candidate for the middle section to have its vertical side texture skewed to the angle of the slope.

Sandro wrote:Any advices ?
Sandro wrote:Is there a way to optimize GZDB so my brand-new Nvidia GPU can finally display 3D mode without any lag ?
R3088 | 4b86f545 | biwa | 19.10.2019, 16:52
--------------------------------------------------------------------------------
- Increased max view distance from 9000 to 64000 map units. Step size increased
from 200 to 500 map units
@ Improved performance of VisualBlockMap.GetFrustumRange so that high view
distances is actually usable. This does not do anything to the rendering speed,
so that's still slow
class Stuff : Actor // at the file, this is line 97
{
Default
{
Mass 9999999999; //commenting this line solves the bug
}
}
boris wrote:That number is too big to fit into a signed 32 bit int. GZDoom doesn't parse that number correctly, either. See https://zdoom.org/wiki/Actor_properties#Mass if you need to give it a large mass.
This could obviously handled better by GZDB-BF, the question is how. I see two options:
- Still abort parsing, but report a sensible error message
- Do not abort parsing, report a warning, and set the value to the min/max value of the data type. But I'm not sure if that has any downsides, as this would apply to any parsed number
Pedro vc wrote:GzDoom doesn't give any warnings and I never noticed anything unusual with the actor in-game. I think GZDB and GzDoom may handle large ints differently
boris wrote:Pedro vc wrote:GzDoom doesn't give any warnings and I never noticed anything unusual with the actor in-game. I think GZDB and GzDoom may handle large ints differently
Yes, GZDoom doesn't print any warning, but it you print your mass to console you'll see that it's a completely different value.
Anyway, I commited the change that clamps the values and print a warning.
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