
Bugs & Problems
#811 Posted 16 December 2018 - 08:20 AM
This post has been edited by Zaxx: 16 December 2018 - 08:21 AM
#812 Posted 16 December 2018 - 11:03 AM
#813 Posted 16 December 2018 - 11:25 AM
This post has been edited by fgsfds: 16 December 2018 - 11:27 AM
#814 Posted 16 December 2018 - 01:18 PM
fgsfds, on 16 December 2018 - 11:25 AM, said:
I always had those early stutters too but not this.
#815 Posted 16 December 2018 - 01:50 PM
fgsfds, on 16 December 2018 - 11:25 AM, said:
Let me reiterate, the newer versions of BloodGDX are definitely an improvement and much more smooth than the previous ones for me. The load times for saved games and in-between levels are longer, but the gameplay is overall much smoother and less "stuttery" than it was before. All I'm saying is that I've always had these 1 second long freezes/stutters that happen randomly in both BloodGDX and EDuke32. I don't know what's causing them, but I have noticed that they never seem to happen when I use the software or polymer renderers in EDuke32, so I think it might be something related to polymost.
#816 Posted 16 December 2018 - 02:14 PM
Mr. Death, on 16 December 2018 - 01:50 PM, said:
Indeed I noticed them too in both BloodGDX and EDuke32. And like you said it only happens in Polymost.
Are you using new skyboxes ? I begin to think it is related to polymost loading additional skyboxes... I could be mistaken though...
#817 Posted 16 December 2018 - 02:22 PM
Crosshair placement is being changed during saving or loading the game.
#818 Posted 16 December 2018 - 03:40 PM
axl, on 16 December 2018 - 02:14 PM, said:
Are you using new skyboxes ? I begin to think it is related to polymost loading additional skyboxes... I could be mistaken though...
I am using the custom skyboxes that were originally included w/ older versions of BloodGDX. However, I've never used skyboxes for EDuke32 and it freezes/stutters just the same...
#819 Posted 16 December 2018 - 09:41 PM
Zaxx, on 16 December 2018 - 01:18 PM, said:
This is exactly my experience. With previous GDX versions I'd get some slight stutters only at the very beginning when starting the game. It wasn't a big deal at all and I didn't care much for it. With this new version however I get these really bad and noticeable freezes like this http://webm.land/w/Y2gX/ randomly while playing and they keep happening.
#820 Posted 16 December 2018 - 10:16 PM
Can you try 0.795 and 0.796? Which is better?
http://m210.duke4.ne...oodGDX_0795.jar
http://m210.duke4.ne...oodGDX_0796.jar
http://m210.duke4.ne...X_0797debug.jar
Also you need try BloodGDX_0797debug, I made a microoprimisations in texturecaching...maybe it helps.
And there is "Info: cache" text on screen each times when bloodgdx accesses hard disk
#821 Posted 17 December 2018 - 02:21 AM
Btw. I don't know what you're doing but apart from this stuttering issue BloodGDX feels remarkably smooth these days: in EDuke32 (and in older versions of BloodGDX) I always get ugly tearlines even when my fps is high as fuck but if I lock BloodGDX to a nice high number I see no tearing. Good job, you fixed an issue that was bugging me for an eternity in EDuke32.
This post has been edited by Zaxx: 17 December 2018 - 02:22 AM
#822 Posted 17 December 2018 - 04:22 AM
Zaxx, on 17 December 2018 - 02:21 AM, said:
Btw. I don't know what you're doing but apart from this stuttering issue BloodGDX feels remarkably smooth these days: in EDuke32 (and in older versions of BloodGDX) I always get ugly tearlines even when my fps is high as fuck but if I lock BloodGDX to a nice high number I see no tearing. Good job, you fixed an issue that was bugging me for an eternity in EDuke32.
Yeah, I trying

#823 Posted 17 December 2018 - 05:23 AM
M210, on 16 December 2018 - 10:16 PM, said:
Can you try 0.795 and 0.796? Which is better?
http://m210.duke4.ne...oodGDX_0795.jar
http://m210.duke4.ne...oodGDX_0796.jar
http://m210.duke4.ne...X_0797debug.jar
Also you need try BloodGDX_0797debug, I made a microoprimisations in texturecaching...maybe it helps.
And there is "Info: cache" text on screen each times when bloodgdx accesses hard disk
Cool I tried these versions. On all three I was getting the freezes. Here is a capture from the 0.797 debug version: http://webm.land/w/Ia9H/
As you can see, the text didn't come up so I guess GDX wasn't accessing the hard drive when the stutter happened.
When I went back to 0.794 the stuttering stopped. With 0.794, I only get a few stutters right at the beginning when the game starts, then it's fine.
These new versions in general have a much smoother feel than 0.794 though. I don't get any screen tearing with them even with unlimited FPS. Unfortunately that general smoothness is marred by the stutters. Seems it's not a widespread issue though... I'll just stay on 0.794 if it can't be fixed.
Btw any chance this could be happening because of the new sounds since 0.795 and beyond? Idk.
This post has been edited by malvado: 17 December 2018 - 05:26 AM
#824 Posted 17 December 2018 - 08:02 AM
malvado, on 17 December 2018 - 05:23 AM, said:
As you can see, the text didn't come up so I guess GDX wasn't accessing the hard drive when the stutter happened.
When I went back to 0.794 the stuttering stopped. With 0.794, I only get a few stutters right at the beginning when the game starts, then it's fine.
These new versions in general have a much smoother feel than 0.794 though. I don't get any screen tearing with them even with unlimited FPS. Unfortunately that general smoothness is marred by the stutters. Seems it's not a widespread issue though... I'll just stay on 0.794 if it can't be fixed.
Btw any chance this could be happening because of the new sounds since 0.795 and beyond? Idk.
Yeah, I agree these new versions of BloodGDX are definitely an improvement over the older ones, and they run very smooth overall. To me, these 1 second long freezes (they seem more like freezes rather than "stuttering") don't seem to be the same as the precache stuttering that occurs early on.
Do you experience these same freezes/stutters in EDuke32? It's very interesting that the game was not accessing your HDD when it happened. It's also weird that you say they don't happen for you w/ 0.794, yet me (and some others) have always had these strange freezes in both BloodGDX & EDuke32 when using polymost.
#825 Posted 17 December 2018 - 09:57 AM
malvado, on 17 December 2018 - 05:23 AM, said:
I have an idea to compile 0.794 with my latest buildengine, I will give you a link tomorrow.
Also you can try to disable new sounds driver. Open bloodgdx.jar as zip file and delete two files:
nOpenAL32.dll
nOpenAL.dll
After delete bloodgdx should launching with old driver - openal 1.15.1
#826 Posted 17 December 2018 - 10:01 AM
Mr. Death, on 17 December 2018 - 08:02 AM, said:
Do you experience these same freezes/stutters in EDuke32? It's very interesting that the game was not accessing your HDD when it happened. It's also weird that you say they don't happen for you w/ 0.794, yet me (and some others) have always had these strange freezes in both BloodGDX & EDuke32 when using polymost.
I haven't experienced this in eduke, no, however in eduke I would use the polymer renderer.
#827 Posted 17 December 2018 - 10:14 AM
M210, on 17 December 2018 - 09:57 AM, said:
thank you!
Quote
nOpenAL32.dll
nOpenAL.dll
I tried by extracting the folder and deleting the two files, but I don't know how to turn the folder back into a .jar file. Sorry I'm tech illiterate. I used some compressor but when I click on the newly made bloodgdx.jar file I get a message saying "Error: Invalid or corrupt jarfile." I'll try out your link tomorrow m8.
#828 Posted 17 December 2018 - 12:14 PM
malvado, on 17 December 2018 - 10:14 AM, said:
I tried by extracting the folder and deleting the two files, but I don't know how to turn the folder back into a .jar file. Sorry I'm tech illiterate. I used some compressor but when I click on the newly made bloodgdx.jar file I get a message saying "Error: Invalid or corrupt jarfile."
Ok, here:
http://m210.duke4.ne...DX_0797deb2.jar
This post has been edited by M210: 17 December 2018 - 12:15 PM
#829 Posted 17 December 2018 - 01:20 PM
m210®, on 17 December 2018 - 12:14 PM, said:
The sounds, the music and framerate returned normal and stable with this version, so I can confirm that nOpenAL32.dll nOpenAL.dll are involved indeed. It is possible add an old Openal driver option in the selectable sound devices? Manual deletion is not the best approach.
This post has been edited by Fantinaikos: 17 December 2018 - 01:23 PM
#830 Posted 17 December 2018 - 02:14 PM
Just like with malvado, the text that indicates the HDD is being accessed did not appear when I experienced the freezes. Like I said before, this happens in both BloodGDX & EDuke32 for me, and I don't think that it's related to "texture caching". It always happens randomly, and it's not consistent at all. Sometimes when I play I'll only experience a few freezes/hitches now and then, and other times they will happen A LOT. I originally thought that it was probably a hardware issue on my end, but now I see that a few others have them as well. I'm starting to think that it may have something to do with polymost.
I will however say that besides these random freezes, whatever M210 is doing to optimize the precaching, keep it up! I was FLYING through the first few levels w/ the highest density of enemies, just to "stress test" the game, and it was super smooth the whole time! Great work as usual M210

#831 Posted 17 December 2018 - 07:21 PM
Fantinaikos, on 17 December 2018 - 01:20 PM, said:
Yes, Im planning to make it choosable. Maybe the next release will be with this feature
So, there is no need to compile 0.794 now?
This post has been edited by m210®: 17 December 2018 - 07:22 PM
#832 Posted 17 December 2018 - 09:18 PM
#833 Posted 17 December 2018 - 09:56 PM
m210®, on 17 December 2018 - 12:14 PM, said:
This fixes it for me! This version runs great! No more freezes here.
It seems indeed then that there is some issue in the nOpenAL32.dll and nOpenAL.dll files.
#834 Posted 17 December 2018 - 10:31 PM
SonicB00M, on 17 December 2018 - 09:18 PM, said:
Same here. If I don't use the additional skyboxes all stuttering is gone. Turning off "true color textures" also does the trick cause it disables the use of skyboxes.
#835 Posted 18 December 2018 - 08:31 AM
I've reverted back to the old sound driver, I've deleted the skyboxes, and I've disabled "True Color Textures" and nothing works for me. I get the same freezing/hitching that malvado showed in his video in BOTH BloodGDX & EDuke32

I guess maybe it's just some kind of hardware issue on my end, who knows...
Glad to hear that everything's working properly for others though

#836 Posted 18 December 2018 - 11:56 AM
It says "error found in mapname.zip NULL".
#837 Posted 18 December 2018 - 12:42 PM
enemies of the same type are not supposed to attack each other (???)
https://youtu.be/jlwiyNzd3YE?t=126
#838 Posted 18 December 2018 - 07:49 PM
supergoofy, on 18 December 2018 - 12:42 PM, said:
https://youtu.be/jlwiyNzd3YE?t=126
As I remember, yes. I will check it.
Tekedon, on 18 December 2018 - 11:56 AM, said:
Can you give me a link?
#839 Posted 19 December 2018 - 09:28 AM
m210®, on 18 December 2018 - 07:49 PM, said:
Can you give me a link?
http://blood.freemin...ion=maps&id=569
this was the pack I happened to test.
#840 Posted 19 December 2018 - 12:28 PM
Tekedon, on 19 December 2018 - 09:28 AM, said:
This zip file doesn't show in menu as addon or mappack, as it should.
So, still no problem here o_O
This post has been edited by m210®: 19 December 2018 - 12:28 PM