very severe performance regression with lmtmpl2

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Enjay
 
 
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Re: very severe performance regression with lmtmpl2

Post by Enjay »

Graf Zahl wrote: No, I'm not going to do anything about it. Fixing this mod is not possible without creating a major instability.
Any mod that gets released with so many issues getting reported as this one is always in danger of breaking. The critical ones were just drowned in the wall of noise.
Fair enough.

Well, Alando1 is still around by the looks of it (he was here recently) so if he wants to fix it he can. From a modding side, its pretty easy to do. Of course, all the errors really should be addressed but this critical one can probably be resolved simply by renaming the first SmallFlame actor to something else (and checking any light definitions and whatever that might be meant to be associated with it).
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drfrag
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Re: very severe performance regression with lmtmpl2

Post by drfrag »

Well done guys!
I'm glad that the mystery is solved and it's not an engine side problem. :D
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Graf Zahl
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Re: very severe performance regression with lmtmpl2

Post by Graf Zahl »

Enjay wrote: Well, Alando1 is still around by the looks of it (he was here recently) so if he wants to fix it he can. From a modding side, its pretty easy to do. Of course, all the errors really should be addressed but this critical one can probably be resolved simply by renaming the first SmallFlame actor to something else (and checking any light definitions and whatever that might be meant to be associated with it).

The problem with such a noisy startup log is simply that the critical errors in there can easily be overlooked. That's why all errors should be fixed, even the seemingly benign ones.

At work I am currently handling an old iOS app. The former maintainer hasn't done anything about keeping the warning log small so over time it got to several 100 ones, making it entirely impossible to find real problems in there. It took me several days to cut it down to less than 50, but some stuff cannot be silenced at all, because they can only be disabled by silencing otherwise critical messages (Yeah, that's Apple...)
Blue Shadow
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Re: very severe performance regression with lmtmpl2

Post by Blue Shadow »

Curious, does this happen with the updated version of the mod/game? You can get it from here, at the bottom of the OP.
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Re: very severe performance regression with lmtmpl2

Post by Enjay »

Certainly, I try to fix all the reported errors when I release a project. Of course, with GZDoom getting more thorough at reporting errors, there are a few of my projects out there that now spew error messages when they didn't before . (Not complaining, they were always faulty, I just didn't realise it.) In fact, just the other day I was thinking how good it was that GZDoom has such a thorough error checking system these days. It flagged up a few things that I could easily have missed and it accurately pinpointed where I needed to look so that I could fix things.
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drfrag
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Re: very severe performance regression with lmtmpl2

Post by drfrag »

Just checked and the problem is fixed in that newer version (it's from 2015) but the mod was not updated @idgames.
There are different warnings and an error now tough.
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Re: very severe performance regression with lmtmpl2

Post by Enjay »

Blue Shadow wrote:Curious, does this happen with the updated version of the mod/game? You can get it from here, at the bottom of the OP.
It does not. Most of the errors are still there on startup but, critically, the duplicate actor one is not. The first SmallFlame actor has gone and has been replaced with a very similar actor called SmallFlameThing with an ednum of 12000 and the maps seem to be updated to have this ednum rather than the old 10000 for the previous SmallFlame decoration.

So, it looks like Alando1 has already fixed it.
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Re: very severe performance regression with lmtmpl2

Post by Enjay »

drfrag wrote:There are different warnings and an error now tough.
Actually, here's the current error list:

Code: Select all

Skipped empty sprite =GILLB1= (lump 998)
Skipped empty sprite =STALKR= (lump 1044)
Skipped empty sprite =CROCMN= (lump 1142)
Skipped empty sprite =LIZRDM= (lump 1183)
Skipped empty sprite =MINOTR= (lump 1234)
Skipped empty sprite =BEAST= (lump 1323)
Skipped empty sprite =GILLB2= (lump 1389)
Skipped empty sprite =RIPPER= (lump 1452)
Skipped empty sprite =FISH= (lump 1556)
A bunch of 0 length markers in the Sprites namespace.

Code: Select all

Invalid data encountered for texture lmtmple2.pk3:lmt_textures.wad:SAND_1
Texture 'PRODIGY' references itself as patch
Texture 'SNUS1' references itself as patch
Texture 'SNUS2' references itself as patch
Faulty textures (mostly missing patches I think). SAND_1 lump is present. I it's a Doom format FLAT in the TX namespace.

Code: Select all

Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_GUNS" line 743:
Icon 'NULLA0' for 'ZoomOn' not found

Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_ITEM" line 93:
Icon 'NULLA0' for 'SwitchOn' not found
Missing sprites - just change to TNT1A0

Code: Select all

Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_FIRE" line 15:
Unknown class name 'SHRedTorchSmallLight' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_FIRE" line 35:
Unknown class name 'SHBlueTorchSmallLight' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_FIRE" line 55:
Unknown class name 'SHGreenTorchSmallLight' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_FIRE" line 75:
Unknown class name 'SHRedTorchSmallLight' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_FIRE" line 95:
Unknown class name 'SHBlueTorchSmallLight' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_FIRE" line 115:
Unknown class name 'SHGreenTorchSmallLight' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_FIRE" line 260:
Unknown class name 'SHRedTorchSmallLight' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_FIRE" line 264:
Unknown class name 'SHRedTorchSmallLight' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_FIRE" line 268:
Unknown class name 'SHRedTorchLargeLight' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_FIRE" line 272:
Unknown class name 'SHRedTorchSmallLight' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_MONS" line 1509:
Unknown class name 'SmithGhost1' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_MONS" line 1511:
Unknown class name 'SmithGhost1' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_MONS" line 1513:
Unknown class name 'SmithGhost1' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_MONS" line 1515:
Unknown class name 'SmithGhost1' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_MONS" line 1517:
Unknown class name 'SmithGhost1' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_MONS" line 1519:
Unknown class name 'SmithGhost1' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_MONS" line 1521:
Unknown class name 'SmithGhost1' of type 'Actor'
Script warning, "lmtmple2.pk3:lmt_lumps.wad:DEC_MONS" line 1523:
Unknown class name 'SmithGhost1' of type 'Actor'
Actors trying to spawn non-existent actors

Code: Select all

Script error, "lmtmple2.pk3:lmt_lumps.wad:DOOMDEFS" line 22:
Warning: dynamic lights attached to non-existent actor ProjectedLight
Pretty much as the error says.

All of the above look familiar to me (having just spent a bit of time silencing them on the older version). So I don't think anything new has been introduced. It wouldn't take long to squish those errors (it only took me a few minutes) but it would need to be by someone who knows the mod well enough to fix them in a way that is appropriate to how the mod is meant to look (correct style of dynamic light definitions, fixed textures and so on need to look right - if they are actually needed anywhere, or just removed.)
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