LZDoom 3.83a 10/27 released

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Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Thu May 09, 2019 9:09 am

It works on most computers, may be performance with hyperthreading on only one real core is bad. I don't know for sure what cpu his "craptop" has.
TDRR wrote:Forgot to say, after using r_multithreaded 2 (i think that was the command?) The framerate issue in software mode got fixed.

What is the model number of your laptop's cpu? Why don't you compile the latest g3.3mgw and see if you get the warning? It's the only way to know for sure what's going on. Use VS or MinGW-w64 for more fun, see the wiki.
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Re: LZDoom [beta 4 11/29 released]

Postby TDRR » Thu May 09, 2019 3:31 pm

drfrag wrote:What is the model number of your laptop's cpu? Why don't you compile the latest g3.3mgw and see if you get the warning? It's the only way to know for sure what's going on. Use VS or MinGW-w64 for more fun, see the wiki.


It's a Celeron N2805, quite okay-ish for a free laptop. I'm definitely going to compile it later or sooner, but i haven't got around to setting up Visual Studio, and MinGW just spits weird smiley face errors with everything i try to compile so i uninstalled it. (Stuff like "Unknown character blablabalbalbalbalbla" and then a smiley face and some symbols)

Hope there's something to be done for core-amount detection, as it may be a bit troublesome to tell users to "type r_multithreaded and the number of cores in the console".
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Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Thu May 09, 2019 4:37 pm

And my solution was obviously wrong, now i've just declared num_threads as static. Should be okay unless i'm missing something. :? I'm still defaulting to two logical cores/threads.
TDRR wrote:Hope there's something to be done for core-amount detection

Your problem is extremely rare so i've just added a warning but anyway two cores should be okay unless it's some extremely craptastic hardware.
Just look at the wiki: https://zdoom.org/wiki/Compile_ZDoom_on_Windows
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Re: LZDoom [beta 4 11/29 released]

Postby goldenmob72 » Sat May 11, 2019 8:05 am

I know this is Unofficial but Will this be added to the ZDoom Download Page later ?
Just curious
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Re: LZDoom [beta 4 11/29 released]

Postby TDRR » Sat May 11, 2019 1:23 pm

goldenwar72 wrote:I know this is Unofficial but Will this be added to the ZDoom Download Page later ?
Just curious


This would be neat, honestly, because it would help all the people who try downloading GZDoom but their PC won't run it. Not many of those come to these forums.

Thanks drfrag, going to try compiling it.
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Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Sun May 12, 2019 5:12 am

I don't think it will be added to the download page for now.
I will release a new version soon but i could post a rogue devbuild @DRD Team with the vintage builds. BTW i've hooked the CI services to my repo so you could download an Appveyor build (artifact) and add the dlls.
@Rachael: now you can add the status to the Code Submissions forum header, both legacy and g3.3mgw are compiled tough (they are very similar anyway).
These are the projects:
https://ci.appveyor.com/project/drfrag666/gzdoom
https://travis-ci.org/drfrag666/gzdoom
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Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Mon May 13, 2019 7:31 am

Finally i uploaded both rogue devbuilds (RelWithDebInfo) to the gzdoom-vintage folder. :)
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Re: LZDoom [beta 4 11/29 released]

Postby goldenmob72 » Mon May 13, 2019 6:57 pm

Where can I get more updates on this?

Also If I may suggest, I suggest changing the icon color to yellow instead of red that way it won't have the same color as ZDoom
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Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Wed May 15, 2019 5:48 am

I don't know what you mean. Tormentor667 did the logo for ZDoom and since it's unused i borrowed it, in theory it should say LZ but it doesn't matter, take it as a generic logo for a ZDoom derived engine. Still it's closer to the old ZDoom than GZDoom.

Now to the meat... i've made the switch to Unicode but without the newer fonts. Doom Tournament now works (with the -zsvoverride switch) and even with spanish but there's a crash in software when i open the Player setup menu. OpenGL runs fine (but GLSWFB also crashes).
If i remove the ZMAPINFO line Border = 0,0,"","","","","","","","" in GameInfo it doesn't crash. The crash was here already in the last devbuild changing ByteAt for CharCodeAt.
According to the wiki border = <size>, <offset>, "<tr>", "<t>", "<tl>", "<r>", "<l>", "<br>", "<b>", "<bl>" sets the border graphics used in various places throughout the game.
I guess those are textures? Also crashes reducing screen size, what does "" mean? A dummy texture? Is that line okay?
The crash happens here: *buff++ = *pix2; in texture.cpp. pix is null in pix = GetPixels(fmt == TEX_Pal? DefaultRenderStyle() : LegacyRenderStyles[STYLE_Shaded]);
Last iteration enters here:
Code: Select allExpand view
const uint8_t *FDummyTexture::GetPixels(FRenderStyle style)
{
   return nullptr;
}

@Marisa Kirisame: was that line already in old versions? Could you provide (or someone) an older version?
@devs: i really need help with this. What could i do? Add a null pointer check? What's going on here? Thanks.
Backtrace:
Code: Select allExpand view
>   lzdoom.exe!FTexture::FillBuffer(unsigned char * buff, int pitch, int height, FTextureFormat fmt) Line 768   C++
    lzdoom.exe!D3DTex::Update() Line 2339   C++
    lzdoom.exe!D3DTex::Create(D3DFB * fb, bool wrapping) Line 2290   C++
    lzdoom.exe!D3DTex::D3DTex(FTexture * tex, FTextureFormat fmt, D3DFB * fb, bool wrapping) Line 2223   C++
    lzdoom.exe!D3DFB::CreateTexture(FTexture * gametex, FTextureFormat fmt, bool wrapping) Line 2573   C++
    lzdoom.exe!FTexture::GetNative(FTextureFormat fmt, bool wrapping) Line 733   C++
    lzdoom.exe!D3DFB::FlatFill(int left, int top, int right, int bottom, FTexture * src, bool local_origin) Line 3003   C++
    lzdoom.exe!V_DrawFrame(int left, int top, int width, int height) Line 1384   C++
    lzdoom.exe!AF__Screen_DrawFrame(VMValue * param, int numparam, VMReturn * ret, int numret, const unsigned char * reginfo) Line 1408   C++
    lzdoom.exe!VMNativeFunction::NativeScriptCall(VMFunction * func, VMValue * params, int numparams, VMReturn * returns, int numret) Line 308   C++
    [External Code]   
    lzdoom.exe!VMScriptFunction::FirstScriptCall(VMFunction * func, VMValue * params, int numparams, VMReturn * ret, int numret) Line 301   C++
    [External Code]   
    lzdoom.exe!VMScriptFunction::FirstScriptCall(VMFunction * func, VMValue * params, int numparams, VMReturn * ret, int numret) Line 301   C++
    lzdoom.exe!VMCall(VMFunction * func, VMValue * params, int numparams, VMReturn * results, int numresults) Line 580   C++
    lzdoom.exe!DMenu::CallDrawer() Line 325   C++
    lzdoom.exe!M_Drawer() Line 839   C++
    lzdoom.exe!D_Display() Line 959   C++
    lzdoom.exe!D_DoomLoop() Line 1086   C++
    lzdoom.exe!D_DoomMain() Line 2772   C++
    lzdoom.exe!DoMain(HINSTANCE__ * hInstance) Line 1059   C++
    lzdoom.exe!wWinMain(HINSTANCE__ * hInstance, HINSTANCE__ * nothing, wchar_t * cmdline, int nCmdShow) Line 1390   C++


Code: Select allExpand view
-      this   0x0000023a13d4fc20 {...}   FTexture * {FDummyTexture}
+      [FDummyTexture]   {...}   FDummyTexture
+      __vfptr   0x00007ff75d2b40a0 {lzdoom.exe!void(* FDummyTexture::`vftable'[17])()} {0x00007ff75baf1c2a {lzdoom.exe!FDummyTexture::`vector deleting destructor'(unsigned int)}, ...}   void * *
      LeftOffset   0   short
      TopOffset   0   short
      WidthBits   6 '\x6'   unsigned char
      HeightBits   6 '\x6'   unsigned char
+      Scale   {X=1.0000000000000000 Y=1.0000000000000000 }   TVector2<double>
      SourceLump   -1   int
+      id   {texnum=0 }   FTextureID
+      CustomShaderTextures   0x0000023a13d4fc48 {0x0000000000000000 <NULL>, 0x0000000000000000 <NULL>, 0x0000000000000000 <NULL>, ...}   FTexture *[15]
+      Name   {Chars=0x00007ff75d4d1cdc "" }   FString
      UseType   Null (13 '\r')   ETextureType
      bNoDecals   0 '\0'   unsigned char
      bNoRemap0   0 '\0'   unsigned char
      bWorldPanning   0 '\0'   unsigned char
      bMasked   1 '\x1'   unsigned char
      bAlphaTexture   0 '\0'   unsigned char
      bHasCanvas   0 '\0'   unsigned char
      bWarped   0 '\0'   unsigned char
      bComplex   0 '\0'   unsigned char
      bMultiPatch   0 '\0'   unsigned char
      bKeepAround   0 '\0'   unsigned char
      Rotations   65535   unsigned short
      SkyOffset   0   short
      Width   64   unsigned short
      Height   64   unsigned short
      WidthMask   63   unsigned short
+      Native   0x0000023a13d4fcd8 {0x0000000000000000 <NULL>, 0x0000000000000000 <NULL>, 0x0000000000000000 <NULL>}   FNativeTexture *[3]
+      PixelsBgra   { size=0 }   std::vector<unsigned int,std::allocator<unsigned int> >
      bSWSkyColorDone   false   bool
+      FloorSkyColor   {b=205 'Í' g=205 'Í' r=205 'Í' ...}   PalEntry
+      CeilingSkyColor   {b=205 'Í' g=205 'Í' r=205 'Í' ...}   PalEntry
+      gl_info   {Material=0x0000023a13d4fd20 {0x0000000000000000 <NULL>, 0x0000000000000000 <NULL>} SystemTexture=0x0000023a13d4fd30 {...} ...}   FTexture::MiscGLInfo
+      buff   0x0000023a15aa3560 ""   unsigned char *
      fmt   TEX_Pal (0)   FTextureFormat
      h   64   int
      height   64   int
      pitch   64   int
+      pix   0x0000000000000000 <NULL>   const unsigned char *
+      pix2   0x0000000000000000 <NULL>   const unsigned char *
      stride   0   int
      w   64   int
      x   0   int
      y   0   int
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Re: LZDoom [beta 4 11/29 released]

Postby Marisa Kirisame » Wed May 15, 2019 6:13 am

That ZMAPINFO line has been in there for a long time. It's so there are no borders displayed and it's just the tiled texture. This is to keep it identical to how it works in the original game (which was kind of a hidden feature).

I guess I'd have to change it to be a blank, existing texture?
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Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Wed May 15, 2019 7:21 am

It works in GZDoom, but don't think it did in ZDoom. I could try to avoid the crash.
May be i'm missing something but about this code in gi.cpp the graphics array is not used anywhere else, how does this work?

Code: Select allExpand view
         {
            // border = {size, offset, tr, t, tl, r, l ,br, b, bl};
            FString *graphics[8] = { &gameinfo.Border.tr, &gameinfo.Border.t, &gameinfo.Border.tl, &gameinfo.Border.r, &gameinfo.Border.l, &gameinfo.Border.br, &gameinfo.Border.b, &gameinfo.Border.bl };
            sc.MustGetToken(TK_IntConst);
            gameinfo.Border.offset = sc.Number;
            sc.MustGetToken(',');
            sc.MustGetToken(TK_IntConst);
            gameinfo.Border.size = sc.Number;
            for(int i = 0;i < 8;i++)
            {
               sc.MustGetToken(',');
               sc.MustGetToken(TK_StringConst);
               (*graphics[i]) = sc.String;
            }
         }

Edit: just confirmed with a zmapinfo.txt that ZDoom also crashed.
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Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Wed May 15, 2019 12:52 pm

It's fixed. https://github.com/drfrag666/gzdoom/com ... 64ea8f5f3c
Marisa Kirisame wrote:I guess I'd have to change it to be a blank, existing texture?

No, it could stop working when you add more unsupported features anyway.
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Re: LZDoom [beta 4 11/29 released]

Postby LossForWords » Wed May 15, 2019 4:13 pm

hey, how do i disable sprites consantly facing me like this?
Attachments
Screenshot_Doom_20190515_181233.png
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Re: LZDoom [beta 4 11/29 released]

Postby TDRR » Thu May 16, 2019 8:47 pm

LossForWords wrote:hey, how do i disable sprites consantly facing me like this?


Use the poly renderer or OpenGL, as Classic Software has no way to fix it.
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Re: LZDoom [beta 4 11/29 released]

Postby drfrag » Fri May 17, 2019 6:50 am

I don't know what to say, i think he is already using the GL renderer. It's the same as in GZDoom, there's the sprite billboard option but when you set it to Y axis they look like paper cutouts.
https://zdoom.org/wiki/OpenGL_options
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