QZDoom-q0.1alpha-229-gf8f710d-x64Eruanna wrote:Hmm... well there was a bug that was fixed with the drawers recently - what version of QZDoom are you currently using?
The topmost one.
QZDoom-q0.1alpha-229-gf8f710d-x64Eruanna wrote:Hmm... well there was a bug that was fixed with the drawers recently - what version of QZDoom are you currently using?
4 physical, 8 hyperthreaded.dpJudas wrote:Also, how many cores does your CPU have, Eruanna?
That did the trick. I tried a lot of my favorite crash-prone mods, and haven't managed to crash it, so far. Isn't it ironic that the true-color renderer is now more stable than ZDoom's own? (Which probably means ZDoom's col drawers need the same checks, too...)dpJudas wrote:I think it is really time to add those range checks so that drawers will never write outside the canvas.
I agree that the ZDoom drawers probably should do a similar check. There's no reason to crash the program if the player could play on with just some rendering glitch somewhere. However, the original error still remains. I made it so that if you run QZDoom in a debug build with the debugger attached it will invoke the debugger when it detects one of those buffer overrun situations. Ideally each of those should still be fixed.Eruanna wrote: Isn't it ironic that the true-color renderer is now more stable than ZDoom's own? (Which probably means ZDoom's col drawers need the same checks, too...)
Agreed - but for anything "in the wild" (release build) even band-aid fixes for crashes are better than absolutely nothing at all.dpJudas wrote:I agree that the ZDoom drawers probably should do a similar check. There's no reason to crash the program if the player could play on with just some rendering glitch somewhere. However, the original error still remains. I made it so that if you run QZDoom in a debug build with the debugger attached it will invoke the debugger when it detects one of those buffer overrun situations. Ideally each of those should still be fixed.
The sound failed to initialize and then I got the DrawWall1LLVMCommand error but this time in a 1366x768 resolution. I haven't been able to reproduce those results, because now every time I launch with or without "+r_multithreaded 0" the sound works and it gives me DrawWall4LLVMCommand, otherwise I would try it again in 320x200. Gonna try it again from a fresh install later.dpJudas wrote:@Gamer With Dignity: What happens if you launch it with "+r_mulithreaded 0"? Also, how many cores does your CPU have, Eruanna?
Eruanna wrote:If you've been following DRD Team or ZDoom at all lately, then this needs no introduction. But if you've been living under a rock, now it's official - True-Color software rendering in ZDoom is now an actual reality!
So what advantages does this have over traditional ZDoom rendering?
If you are looking to try this out, head over to the downloads page and check it out! And if you find a bug, we made a forum for reporting them. Want more info about future plans for this project? Then click here!
- Multi-threaded rendering - if you use a multi-core processor, this means that scenes will now render that much faster.
- Internal error-checking - instead of crashing the game with render overflows, the game will keep right on running.
- True-color - obviously!
- Includes the full version of both ZDoom and GZDoom for compatibility. You can switch to the GZDoom renderer using the game's own internal menus and still run your favorite GZDoom mods - all with the same source port!
- Latest ZDoom/GZDoom enhancements
- GZDoom-like fading skies - the skies no longer have the ugly stretch or repeat as in ZDoom.
Special thanks to dpJudas for his extensive work and efforts to make this a reality!