Project Brutality 3.0 Test
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Project Brutality 3.0 Test File
The full uninstall command line for Single Player Project V3 version 3.0 is C: Program Files (x86) Single Player Project V3 unins000.exe. SppLauncher.exe is the programs's main file and it takes around 2.43 MB (2548736 bytes) on disk. Single Player Project V3 version 3.0 contains of the executables below.
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Comments
commented Jan 4, 2019 • edited
edited
I'm experiencing an issue where PB causes extreme stuttering / fps loss, but only on certain megawads. Performance is normal when first starting a map, but over time a stuttering / fps drop appears. This stuttering / fps drop gets continually worse over time, and within about 2 minutes of entering the map it becomes an unplayable slideshow. This issue doesn't occur with the vanilla Doom map sets, and I don't know enough about megawads to isolate what characteristic of the megawad triggers the issue. I've been able to reliably reproduce it using Eviternity RC1 (https://www.doomworld.com/forum/topic/103425-release-eviternity-rc1/) with the following setup: Loader: ZDL WAD Load Order:
IWAD:
Project Brutality game mode, Brutal difficulty. The issue will occur on MAP01. This issue does not occur with the PB 3.0 public test version from January 2018. |
commented Jan 4, 2019
not our fault. The problem is the constant spawning of raindrop actors.Map needs to delete the actors, GarbageCollector. Compatibility wise, one would need to recreate the droplet actor,replace the default with it , give it a max timer of like 2 seconds, and have it disappear or something. Confirm this by typing 'actorlist', wait a few seconds and repeat.You'll see what I mean |
commented Jan 5, 2019 • edited
edited
Valiant (https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/valiant) is another megawad where this issue can be reproduced. I did an experiment where I left my player motionless at the spawn point of Valiant MAP01, and recorded my FPS and number of actors every 10 seconds of game time:
There's no rain effect on this map, and I'm not seeing a relationship between the number of actors and the fps loss. If I run the same experiment with the January 2018 PB public test version my FPS holds steady at 200 fps. |
commented Jan 5, 2019
What are your specs with your current setup (OS, Graphics card, Processor, and GZDoom version)? |
commented Jan 5, 2019 • edited
edited
I ran the same experiment across a range of revisions, and I was successfully able to isolate 57b1f8d as the commit which introduced the issue. I'm not able to reproduce it in commit 84beea8 or earlier. I tried changing that function override back to PostBeginPlay() in my local copy of b659c13, and it resolved the issue. I don't really understand the ramifications of that change, so I'll leave it to someone else to implement a proper fix. |
commented Jan 5, 2019
OS: Windows 7 Professional x64 |
commented Jan 5, 2019
Yes, that commit seems to be the culprit of severe performance degradation. It needs to be redone. |
commented Jan 5, 2019 • edited
edited
Ok, it's a matter of waiting for a PR merge. |
commented Mar 25, 2019
I am playing Eviternity RC1, and having no issues. However, I was having issues with the game in-general because it was loading from such a large archive. What I did was split out the SPRITES and SOUNDS folder into seperate archives, change all archives to use a compression level of 0, and the game ran a lot better. New vegas headshot mod 1. This is likely NOT the source of your issues, but it might help you get some decent performance boosts, at least enough to keep playing those levels for a bit longer |