GZDoom discussion (Version 2.3.1 released 2016/jan/7)
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
Thanks, then it makes sense. I'm not used to seeing anything crawl (even if its single threaded) without at least one core seeming to work hard.
I have a GTX 780 - not the newest, but still a good GPU running Battlefield 1 quite good. I did my test looking at all 4 cores, and both threads of each (i7-4770K @3.5) - and none of them reached 30+% - but with what I read here that might actually make sense as the various tasks are always waiting for another task to finish. I did notice a bump up on GPU usage when enabling both Bloom and AO - but no change in CPU - though still I was below 30% GPU also.
So as it seem hardware can really only do 'so much' to repair performance I did some bechmark of the things that seem to cost the much (of things that can be toggled)
I ran two tests in different environments and found that compared to normal FPS I lose about 52% from having reflective floors, about 9% by enabling a gentle amount of Bloom, 12% by AO and 20% with Bloom and AO combined.
Just incase anyone is interested in some bechmarks of the "new" eyecandy
Btw - is there any way to toggle reflections on/off? I disabled them in my map-script for the floors to test.. I could not seem to find any cvars disabling map-enabled floor reflections.
I have a GTX 780 - not the newest, but still a good GPU running Battlefield 1 quite good. I did my test looking at all 4 cores, and both threads of each (i7-4770K @3.5) - and none of them reached 30+% - but with what I read here that might actually make sense as the various tasks are always waiting for another task to finish. I did notice a bump up on GPU usage when enabling both Bloom and AO - but no change in CPU - though still I was below 30% GPU also.
So as it seem hardware can really only do 'so much' to repair performance I did some bechmark of the things that seem to cost the much (of things that can be toggled)
I ran two tests in different environments and found that compared to normal FPS I lose about 52% from having reflective floors, about 9% by enabling a gentle amount of Bloom, 12% by AO and 20% with Bloom and AO combined.
Just incase anyone is interested in some bechmarks of the "new" eyecandy
Btw - is there any way to toggle reflections on/off? I disabled them in my map-script for the floors to test.. I could not seem to find any cvars disabling map-enabled floor reflections.
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
Uhm..GZDoom 2.4 released, cool! Time to test it with my mod.
Launch the game and an almost endless Script Warning appear.
With GZDooM 2.2 and earlier versions no problems occurs. Someone can explain the situation?
Should I go back to 2.2, then wait for a better 2.X version, or I could easily use the 2.4 ignoring sccript warning?
Launch the game and an almost endless Script Warning appear.
Spoiler:All warnings are regard A_SetAngle strings. Uhm, ok...or not...I do not know.
With GZDooM 2.2 and earlier versions no problems occurs. Someone can explain the situation?
Should I go back to 2.2, then wait for a better 2.X version, or I could easily use the 2.4 ignoring sccript warning?
Last edited by Arch-vile90 on Fri Mar 24, 2017 9:10 am, edited 2 times in total.
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
What warnings?
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
I forgot to post the code.Graf Zahl wrote:What warnings?
This is a small part of the list but I verified and all others correspond to A_SetAngle.
Code: Select all
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 103:
Truncation of floating point constant 0.750000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 103:
Truncation of floating point constant 0.550000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 120:
Truncation of floating point constant -0.750000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 120:
Truncation of floating point constant 0.550000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 129:
Truncation of floating point constant 0.750000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 129:
Truncation of floating point constant 0.550000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 149:
Truncation of floating point constant -0.650000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 149:
Truncation of floating point constant 0.450000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 158:
Truncation of floating point constant 0.650000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 158:
Truncation of floating point constant 0.450000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 176:
Truncation of floating point constant -0.650000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 176:
Truncation of floating point constant 0.450000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 185:
Truncation of floating point constant 0.650000
Script warning, "(Part 2) My Brutal Doom.pk3:rifle.txt" line 185:
Truncation of floating point constant 0.450000
Script warning, "(Part 2) My Brutal Doom.pk3:minigun.txt" line 475:
Truncation of floating point constant 1.200000
Script warning, "(Part 2) My Brutal Doom.pk3:minigun.txt" line 475:
Truncation of floating point constant -1.200000
Script warning, "(Part 2) My Brutal Doom.pk3:minigun.txt" line 486:
Truncation of floating point constant 0.600000
Script warning, "(Part 2) My Brutal Doom.pk3:minigun.txt" line 486:
Truncation of floating point constant -0.600000
Script warning, "(Part 2) My Brutal Doom.pk3:minigun.txt" line 616:
Truncation of floating point constant 2.150000
Script warning, "(Part 2) My Brutal Doom.pk3:minigun.txt" line 616:
Truncation of floating point constant -2.200000
Script warning, "(Part 2) My Brutal Doom.pk3:minigun.txt" line 644:
Truncation of floating point constant 1.500000
Script warning, "(Part 2) My Brutal Doom.pk3:minigun.txt" line 644:
Truncation of floating point constant -1.500000
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
Like it says: It found a floating point constant where it expects an integer. Strangely enough I have seen tons of mods that used "random" instead of "frandom" when trying to calculate a random floating point number. Not reporting this as a warning was an oversight in older versions, but it clearly will not do what one might expect, which is why a message is being printed.
The thing is otherwise harmless, aside from not returning the expected values.
The thing is otherwise harmless, aside from not returning the expected values.
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
Ugh, i dont know it was an error using random instead of frandom. Thanks, I need to patch a lot of things then!
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
See, that's why this is a warning now, even if it may be annoying in some projects.
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
GZDoom-GPL was abandoned in anticipation for GZDoom 3.0 going GPL as it has. So my very first question I have to ask right off the cuff - does it work in GZDoom 3.0?
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
Yes, this bug in GZDoom v 3.0Rachael wrote:GZDoom-GPL was abandoned in anticipation for GZDoom 3.0 going GPL as it has. So my very first question I have to ask right off the cuff - does it work in GZDoom 3.0?
This screen gzdoom v3+:
Earlier in gzdoom v2.3 , transparency worked well with Custom bridge
And my guess, problem with Custom bridge.
Render style STYLE_TRANSLUCENT dont work with Custom bridge
Code ice box
Spoiler:But if write in simple actor like this
Code: Select all
Actor MyActor 12333
{+NOINTERACTION
States{
Spawn:
MODL A 0
MODL A 1 A_SetRenderStyle(0.6, STYLE_TRANSLUCENT)
MODL A -1
Stop
}
}
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
Unfortunately, you're going to need to isolate that little bit and create a stripped down example for a bug report.
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
This doesn't set 'alpha' anywhere so it is 1. Render style Translucent with an alpha of 1 is fully opaque. If you do not want a fixed alpha value you have to use one of the args to set this but the behavior is exactly what's to be expected.Alekv wrote: Code ice boxCode: Select all
Actor IceBox_LikeDecor : CustomBridge 20099 {//$Category RuneStyle //$Arg0 "Radius" //$Arg0ToolTip "Radius collision box." //$Arg0Type 23 //$Arg0Default 28 //$Arg1 "Height" //$Arg1ToolTip "Height collision box" //$Arg1Type 24 //$Arg1Default 47 //$Arg3 "RenderStyle" //$Arg3ToolTip "Set render style! Only this work" //$Arg3Type 11 //$Arg3Enum {0="Normal";1="Translucent";2="Add";3="Subtract";4="AddStencil";5="Stencil";6="shaded";} //RenderStyle Normal Radius 24 Height 35 Scale 1.50 +SOLID+NOGRAVITY+ACTLIKEBRIDGE+BRIGHT States { Spawn: MODL A 1 MODL A 1 { if(args[3] == 1) {A_SetRenderStyle(alpha,STYLE_TRANSLUCENT);} if(args[3] == 2) {A_SetRenderStyle(alpha,STYLE_ADD);} if(args[3] == 3) {A_SetRenderStyle(alpha,STYLE_Subtract);} if(args[3] == 4) {A_SetRenderStyle(alpha,STYLE_AddStencil);} if(args[3] == 5) {A_SetRenderStyle(alpha,STYLE_Stencil);} if(args[3] == 6) {A_SetRenderStyle(alpha,STYLE_Shaded);} } MODL A -1 Stop } }
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
In general, quite often I catch this error:
Screen (screen from version 2.3, but this error is also in 3.0!)
And the error is not always shown, often just gzdoom throws to the desktop, but the music of the game continues to play, and gzdoom can be completed only from the task manager: (
Because of this error I can not continue to do the game
An error occurs when the autosave script is running
Like this one:
But the bug appears, if you start playing from level 1 and go to the example of 8-9-10 level of the game.
It turns out that the game without a bug can not be passed.
I have a RAM of 3GB, available during the game for about 1-2gb
In gzdoom 3.0 it's harder to catch the error message, more often just crashes to the desktop .. but under the same conditions and music is playing and you have to climb into the task manager to close it
Screen (screen from version 2.3, but this error is also in 3.0!)
And the error is not always shown, often just gzdoom throws to the desktop, but the music of the game continues to play, and gzdoom can be completed only from the task manager: (
Because of this error I can not continue to do the game
An error occurs when the autosave script is running
Like this one:
Spoiler:
But the bug appears, if you start playing from level 1 and go to the example of 8-9-10 level of the game.
It turns out that the game without a bug can not be passed.
I have a RAM of 3GB, available during the game for about 1-2gb
In gzdoom 3.0 it's harder to catch the error message, more often just crashes to the desktop .. but under the same conditions and music is playing and you have to climb into the task manager to close it
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Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
Post something that can be tested, that goes for both the RenderStyle/Alpha issue and the crash. Screenshots cannot be debugged, but the crash looks like data corruption.