Re: SVNHRNS/SVNEYES
Posted: Sun Feb 03, 2019 2:04 am
Yeah, there are a lot of bugs as a result of code overhauls, the best you can do is share your work-in-progress with the developers and make bug reports about the issues you've seen.
Please be more specific. For every single issue you encountered please create a bug report.cortlong50 wrote:just found out the new version of GZDoom just broke a ton of shit all over the map
We are doing our best to support old mods and maps. Sometimes, compatibility is broken by occasion and this should be fixed. Unfortunately, some things are not fixable.cortlong50 wrote:(because why ensure backwards compatibility right?)
What are those issues exactly? I found only one your topic in Bugs and Technical Issues subforums. If we are not aware of problems, how can we fix them?cortlong50 wrote:(and then have the devs act like im stupid for bringing up legitimate issues for every release.)
Cortlong - over the time that I've known you, before you made this post, you've been one of the most well-tempered and chill people that I've ever dealt with, so I have no idea where this attitude that we don't care comes from and to see it manifest this way - into what is essentially killing a brainchild with so much potential - is quite jarring.cortlong50 wrote:probably wont be more.
just found out the new version of GZDoom just broke a ton of shit all over the map (because why ensure backwards compatibility right?) and after 4 years working on this just have it get fucked up...im over it.
im probably gonna mark this as a complete waste of time and a dead project. im not going to go back through every level just to have it get broken later, or break it for the older versions when people wanna play with actually decent framerates (and then have the devs act like im stupid for bringing up legitimate issues for every release.)
im straight up defeated at this point. im sick of playing catch up with each version of GZ. That was 4 years of fuckin pain in the ass for nothing.
Hey jimmy. I posted a bug report with some hopefully detailed instructions on how to find the specific trouble making reverbs and what different versions to troubleshoot with. MENTAL commented back on it, it’s an older sample but it should contain the issue. If not I’ll reupload once I wake back up.Jimmy wrote:What's the nature of the breakages? There could be bugs in GZDoom itself or something that you might just need to tweak. Alternatively just aim for a specific release in future?
I'd hate to see something so promising disappear.
Hey Gez. Thanks for the response.Gez wrote:Yeah, there are a lot of bugs as a result of code overhauls, the best you can do is share your work-in-progress with the developers and make bug reports about the issues you've seen.
Hey Mental. Thanks for the response._mental_ wrote:Please be more specific. For every single issue you encountered please create a bug report.cortlong50 wrote:just found out the new version of GZDoom just broke a ton of shit all over the map
We are doing our best to support old mods and maps. Sometimes, compatibility is broken by occasion and this should be fixed. Unfortunately, some things are not fixable.cortlong50 wrote:(because why ensure backwards compatibility right?)
This doesn't mean, however, that we don't care about compatibility. Post your concerns, they will be evaluated case-by-case.
Saying 'nothing works, so fuck you' is counterproductive and won't lead us anywhere.
What are those issues exactly? I found only one your topic in Bugs and Technical Issues subforums. If we are not aware of problems, how can we fix them?cortlong50 wrote:(and then have the devs act like im stupid for bringing up legitimate issues for every release.)
Also, reporting issues require a bit of effort from your side. Sorry but we cannot spend hours in desperate attempts to replicate your setup in order to reproduce a bug.
Please remember that we are all people and people make mistakes. At the same time, if we cannot reproduce bugs in a reasonable amount of time, they won't be fixed.
Even if you cannot provide a small self-contained sample, you should create a bug report, and then share your work with developers only by their request.
Rachael wrote:
Cortlong - over the time that I've known you, before you made this post, you've been one of the most well-tempered and chill people that I've ever dealt with, so I have no idea where this attitude that we don't care comes from and to see it manifest this way - into what is essentially killing a brainchild with so much potential - is quite jarring.
Bear in mind, my lack of interaction with you is not me not caring, but rather that the things you need help with are typically things that others on the development team are better versed to deal with than myself.
Like _mental_ said - help us help you. We can't read your mind. We don't get a notification every time something goes wrong. We have no idea when you yell at your monitor in dismay or disgust. And we certainly can't fix any issues if we don't know about them, or if we're not given enough tools and information to diagnose it in the first place. We're not omniscient. We're not all-knowing all-seeing. We're only human beings. And our tools and resources are honestly extremely limited, so we can't just fix something that's broken if we don't have a sample of what causes it to break.
I certainly hope this outburst is a one-off thing. If this is a more or less permanent turn-around, then I can easily say that I am very disappointed.
And you know what? Yeah, we keep saying over and over again that old versions are unsupported. They are - that's not going to change. But if you need to develop on an older version at least to get a project done - then that's better than flat out killing it just because a new release broke it.
GOD YOURE SO AWESOME AND NICE hahaha.Rachael wrote:Well - like I said, previously - if it helps, stick to a single version, finish your project on *that version* - then, when everything is said and done, test it on the new version and we can fix the problems together. Worst case scenario - your project is version locked, but at least it's done and out at that point, which is better than perpetual limbo with catching up with every new release. (Trust me - you won't be the first person to do that if that happens - all I ask is you be willing to be flexible and try to help us with fixing the problems in newer releases if things do end up breaking) Best case scenario - the bugs get fixed, your mod remains future compatible, and we have nothing further to worry about! It's hard to tell in advance which way the wind will blow, but either situation is better than giving up on it because of a moment of frustration.
I don't know you in real life, but from what I've observed on the forums, I don't think you're an asshole. We all do our best and nobody is ever going to be perfect.
If you don't mind me asking, about what version did the performance issues start? Depending on what it is, it might be something that could be dealt with on your side.cortlong50 wrote:I don’t know. It’s a culmination of external things on top of me being a bastard, on top of frustration with the recent releases. The performance has bogged, which I decided to accept
Oh, I agree with you, absolutely. Which is why I say, finish the mod on a certain version - then throw the new version in after it's done and fix whatever breaks afterwards, if you can. Like I said - worst case scenario, it's unfixable (unlikely), best case scenario, the issues get fixed, you get your pretty PBR's and things, and everyone's happy.cortlong50 wrote: I just know when someone goes “play with GZ 2. Whatever” I go “ugh. Come on”. And I wanna avoid that as much as possible. Plus I genuinely want to see GZ continue as the reigning champ without issues. They’re inevitable but sometimes it’s just nice to play an old map without problems.
This is actually a great question and seems to be addressed as much as possible. There was a huge difference in frames from 2.+ to 3.+. And was reported. We tracked it down to it constantly rendering portals even if they weren’t actually on screen which was decimating my frames. 3.7 seems to be the best frames I’ve got since 2.+ ans that’s one reason I’d really like to get it running on this version. Because this one runs quite well...even the PBR and dynamics (which I usually avoid) don’t seem to bog it down all that much (I packed 6 lights into a large room with PBR and int saw a frame drop of 5. So that was sweet.).phantombeta wrote:If you don't mind me asking, about what version did the performance issues start? Depending on what it is, it might be something that could be dealt with on your side.cortlong50 wrote:I don’t know. It’s a culmination of external things on top of me being a bastard, on top of frustration with the recent releases. The performance has bogged, which I decided to accept
The more recent GZDoom releases should actually be faster due to several things, such as the JIT compiler, the recent dynamic lights optimization, some multithreading that Graf added to the OpenGL renderer, etc.
Rachael wrote:Oh, I agree with you, absolutely. Which is why I say, finish the mod on a certain version - then throw the new version in after it's done and fix whatever breaks afterwards, if you can. Like I said - worst case scenario, it's unfixable (unlikely), best case scenario, the issues get fixed, you get your pretty PBR's and things, and everyone's happy.cortlong50 wrote: I just know when someone goes “play with GZ 2. Whatever” I go “ugh. Come on”. And I wanna avoid that as much as possible. Plus I genuinely want to see GZ continue as the reigning champ without issues. They’re inevitable but sometimes it’s just nice to play an old map without problems.
AFAIK, PBR goes back about as far as 3.4, at least. Are you able to use it without problems on any version since then?