GZDoom 2.3.2 released

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Expand view Topic review: GZDoom 2.3.2 released

Re: GZDoom 2.3.2 released

by theleo_ua » Sun Mar 19, 2017 12:30

My current problem is lags because of 3dmodels on Hi-end hardware. Example: https://www.youtube.com/watch?v=GY-xLSuhuWk (watch from start, and see the lag before door to minotaur is opened (at 0:01) ). This lag is because of supermap, located behind minotaur, is 3D model. My ACS workaround (see below) fixes this lag, but when savegame is loaded, it will lag (even with my workaround)

Taking into account what you said above I see that best solution for me is:
1) Make workaround with ACS script enter: spawnforced "actor with 3dmodel" on the first tic of each map (and thing_remove it on the second tic)
2) Wait for future fixes, when precacheactors will cache 3d models
3) Make several versions of the mod (one for low-end hardware, and one without lags)

Re: GZDoom 2.3.2 released

by Graf Zahl » Sun Mar 19, 2017 11:32

It should also be noted that precaching everything can quickly exhaust video memory on low end hardware. I have seen mods crash because they demanded too many resources at the same time.

Re: GZDoom 2.3.2 released

by _mental_ » Sun Mar 19, 2017 10:58

Precache GL textures option doesn't precache everything but only used textures and sprites.
For example, if you spawn an actor during gameplay and none of its class exists on the map initially, sprites for this actor won't be precached (without explicit precache entry in MAPINFO of course).
In other words, Precache GL textures won't help if you spawn most of actors dynamically.

Re: GZDoom 2.3.2 released

by theleo_ua » Sun Mar 19, 2017 10:03

_mental_ wrote:
Sun Mar 19, 2017 8:51
Or do you want to load just everything?
Yes, I want to load just everything (ideally even when loading a savegame). Of course most "ideal" wish is to load even 3D models, but as Graf said, 3D models is low priority

Imho, for "loading just everything" better to add options to ingame menu (for example like current "precache gl textures" display option). This way we will have at least 2 benefits:
1) You can turn on/off this during a game without restarting gzdoom and/or modifying the mod
2) Mod will be playable for people with low amount of RAM (they just turn those precaches off)
_mental_ wrote:
Sun Mar 19, 2017 8:51
You should always do this. It's better to have duplicate bug report than to do not have one.
Ok. Here is the bug report with some thoughts and suggestions: https://mantis.zdoom.org/view.php?id=454
Graf Zahl wrote:
Sun Mar 19, 2017 9:46
Precaches are done on map load. For each savegame load, first the map needs to be loaded, so it should be precached as normal.
Regarding models, that's not going to be a quick fix, because the models exist somewhere outside the system. Refactoring the model subsystem to be better integrated is on the to-do list but not with the highest priority.
Thanks, now it's clear!

Re: GZDoom 2.3.2 released

by Graf Zahl » Sun Mar 19, 2017 9:46

Precaches are done on map load. For each savegame load, first the map needs to be loaded, so it should be precached as normal.
Regarding models, that's not going to be a quick fix, because the models exist somewhere outside the system. Refactoring the model subsystem to be better integrated is on the to-do list but not with the highest priority.

Re: GZDoom 2.3.2 released

by _mental_ » Sun Mar 19, 2017 8:51

theleo_ua wrote:
Sun Mar 19, 2017 2:12
is it possible in future to implement next possibility:

precacheclasses = ALL
precachetextures = ALL
precachesounds = ALL

(or maybe add some options to ingame menu, like "precache all actors = on/off" for example)
How will the engine figure out what textures/classes/sounds belong to your mod? Or do you want to load just everything?
theleo_ua wrote:
Sun Mar 19, 2017 2:12
Also, I tried precachesounds and GZDoom crashed, because I have a lot of randoms and aliases in my mod, so if you are interested to investigate and fix those crashes, I can report bug and attach a testmod
You should always do this. It's better to have duplicate bug report than to do not have one.
theleo_ua wrote:
Sun Mar 19, 2017 2:12
In addition, I found that precacheclasses doesnt work for 3d models (they still lag after such precache)

Also, as I understand, those precaches doesn't work when you load a savegame?
Don't know about those honestly, need to check.

Re: GZDoom 2.3.2 released

by theleo_ua » Sun Mar 19, 2017 2:12

_mental_ wrote:
Wed Mar 01, 2017 9:17
The syntax is the same as for any other string array from MAPINFO/GameInfo:

Code: Select all

precacheclasses = "<actor>", ...
precachetextures = "<texture>", ...
precachesounds = "<sound>", ...
is it possible in future to implement next possibility:

precacheclasses = ALL
precachetextures = ALL
precachesounds = ALL

(or maybe add some options to ingame menu, like "precache all actors = on/off" for example)

because it's pain in ass to copypaste all actors to such lists (especially when you adding new actors/textures/sounds to mod and should remember that you have to add it to precache lists)

Also, I tried precachesounds and GZDoom crashed, because I have a lot of randoms and aliases in my mod, so if you are interested to investigate and fix those crashes, I can report bug and attach a testmod

In addition, I found that precacheclasses doesnt work for 3d models (they still lag after such precache)

Also, as I understand, those precaches doesn't work when you load a savegame?

Re: GZDoom 2.3.2 released

by Tiger » Sun Mar 12, 2017 19:38

Awesome, thanks for the updates! Though, I am extremely late to the party :P

Re: GZDoom 2.3.2 released

by _mental_ » Wed Mar 01, 2017 9:17

The syntax is the same as for any other string array from MAPINFO/GameInfo:

Code: Select all

precacheclasses = "<actor>", ...
precachetextures = "<texture>", ...
precachesounds = "<sound>", ...

Re: GZDoom 2.3.2 released

by theleo_ua » Wed Mar 01, 2017 1:23

New features:
- mods can define items globally for precaching in addition to per-map definitions
Are there any information how to do this? Didn't found this on the wiki

Re: GZDoom 2.3.2 released

by Rachael » Mon Feb 27, 2017 1:21

Re: GZDoom 2.3.2 released

by emberson9000 » Sun Feb 26, 2017 21:36

Hello. I'm interested in getting GZDoom, but i don't know how to find the link. Your assistance would be greatly appreciated. Thank you.

Re: GZDoom 2.3.2 released

by Herculine » Sun Jan 22, 2017 8:37

A note of long overdue thanks to the creators of the ZDoom and GZDoom sourceports.

I recently had the opportunity to try the DOSBox versions of the original Doom games being offered by GoG.com. The experience made me realize that over the past few years I've forgotten what the original games are like without any enhancements and that I've become a bit complacent playing them with ZDoom and GZDoom, that I've taken the sourceports a bit for granted and never actually thanked their creators.

Thus I'm taking this opportunity to stop by the forums of both sourceports to say thank you to Randy Heit for ZDoom and to Graf Zahl for GZDoom, as well as to the DRD Team and everyone who has made these projects successful. Thank you all for all the work you've put into these sourceports that allow us to continue to enjoy Doom with functionality and visuals that keep the game a pleasure to play even on the newest of computers.

Thank you all!

Re: GZDoom 2.3.2 released

by Boingo the Clown » Sun Jan 22, 2017 6:11

It appears the sunken sprites are sprites using the same names as DooM.

For example, the plant in the pics above was using COL2A0, which is the short green pillar in DooM.

I suspect GZDooM is somehow using the sprite offsets from the original DooM sprites instead of the replacement sprites' offsets . I noticed in one animated sprite series that started with ELECA0 (the same as the tall tech column in DooM) had fouled up offsets for ELECA0 only, while the other two sprites in the animation were unaffected. Renaming the sprites eliminated the problem.

However ...

Because nearly all older mods reuse the same sprite names, I suspect this will be a major problem when playing older mods. Therefore this should definitely be considered a bug.

BTW: The good news is a friend of mine managed to figure out what was wrong with the weapons and the keys, and got them working again.

Re: GZDoom 2.3.2 released

by Graf Zahl » Wed Jan 18, 2017 22:49

Hard to say what's at fault without seeing the maps . Can you also check with 2.2.0, to see if the problems appeared before or after?

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