Homebrew WIP GZDoom for Switch

fgsfds

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Can we play Total Chaos Retro with this?
What about Project Brutality?
This supports anything GZDoom supports, so yes.

Anyone got any performance tweaks? Mostly for Brutal Doom/Project Brutality. Seems whenever I shoot an enemy or jump into water the game hitches pretty badly, or is that to be expected right now?
BD and PB are pretty heavy mods, so don't expect stellar performance. Try playing with BD settings, decreasing the amount of ketchup or something. Performance should also even out a little after everything has been loaded and cached, you can enable "Precache GL textures" in Texture Options to make this process a little faster. Also I've noticed that BD seems to come with HD textures included or something, you can try disabling that as well.
I don't know if BDLite is still a thing, but you can also consider trying that instead of BD if the performance is too bad.
 
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imaethan

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This supports anything GZDoom supports, so yes.


BD and PB are pretty heavy mods, so don't expect stellar performance. Try playing with BD settings, decreasing the amount of ketchup or something. Performance should also even out a little after everything has been loaded and cached, you can enable "Precache GL textures" in Texture Options to make this process a little faster. Also I've noticed that BD seems to come with HD textures included or something, you can try disabling that as well.
I don't know if BDLite is still a thing, but you can also consider trying that instead of BD if the performance is too bad.
Yeah I've made those adjustments you mentioned already and it still stutters quite a bit when shooting enemies. I think it has to do with the cache like you said, I turned on "Precache GL textures" and it didn't seem to make much difference.
 

fgsfds

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There's a certain workaround in the ZIP reading code that I had to insert, because fseek() seems to be bugged or something, that might be slowing down ZIP reading. If that's not the cause of performance drops, then I'm afraid I can't do much about this and you'll have to play around with the settings. I still can't just take it out because then ZIP (PK3) reading will break, so there's currently no known solution.
 

imaethan

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There's a certain workaround in the ZIP reading code that I had to insert, because fseek() seems to be bugged or something, that might be slowing down ZIP reading. If that's not the cause of performance drops, then I'm afraid I can't do much about this and you'll have to play around with the settings. I still can't just take it out because then ZIP (PK3) reading will break, so there's currently no known solution.
No problem :) I'll keep messing with settings and report back if I find anything that helps. Thank you so much for porting this by the way, really made my day.
 

TeddyBearYoshi

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I also can't get Brutal Doom to run super well, stutters when I shoot enemies but I don't expect much better performance for those kinds of mods, sometimes they even can lag on my PC if there's a lot happening. SmoothDoom and vanilla works great though.
 
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9thSage

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Reducing the resolution scale somewhat along with a slightly lower screen size has made at least some of the ones chugging a bit for me the other day running significantly better (like MetaDoom and Golden Souls). So great to play these on a handheld device!
 
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Fuzzy-v

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I tried but cannot confirm any of these. Sounds like line traces are broken somehow. I haven't changed anything related to them, so I dunno. Try copying the ini that ships with the port instead of hitting reset to default, I haven't really changed the defaults anyway.

Hey, so I tried deleting the .ini, and copied the original .ini over from the zip file. Tried that, still having the bugs in all wads. Tried deleting the whole gzdoom directory on the SD card, re-copied over the whole install, tried again, no avail. Lastly, I said to hell with it and purchased the Steam version of the wads to rule out if my 2 copies of the wads were bad, and again, no luck. I didn't try redownloading the zip from the asset; I figure that if I have a corrupted copy it wouldn't present itself in some sort of gameplay glitch. Maybe I will try that for fun.

I'm also going to try another SD card with only the necessary files I need to run Atmos and gzdoom, just to rule it out, but I doubt it will change anything. I thought maybe it has something to do with the fact I am on 3.02 but can't fathom how that effect the game.

Let me know what I can do to help you, help me, if you have the time. I can take a video, screenshots, file directories, etc. Thanks for your help so far.
 

fgsfds

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The only thing I can think of is optimizations fucking floats up, but there's only a handful of source files there using -ffast-math and everyone else doesn't have this problem and the hardware is identical.
I'll cook up a build with that stuff disabled and we'll see how it works for you.

--------------------- MERGED ---------------------------

There. Try replacing gzdoom.nro in your gzdoom folder with this
https://files.catbox.moe/8oetzd.zip
 

Fuzzy-v

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Thanks for taking the time to do that. I tried it, no luck. I didn't notice anything different in how it loaded, played, etc then normal, should I have seen an obvious difference or slowdown?

I also tried a new SD card, redownloaded zip, new atmos install, and nothing.

It must be something unique to my Switch, seeing how (thankfully) nobody else has this issue. I cannot think for the life of me what it might be, as I've ruled out pretty much everything except what is on my eMMC (nothing special...I think?). I should whip out Choi and finally update, rule it out.

Again, I really appreciate the help. If you have any other thoughts, I'm happy to try them out.
 

fgsfds

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I didn't notice anything different in how it loaded, played, etc then normal, should I have seen an obvious difference or slowdown?
Well, it should maybe have fixed your "hitscans going through stuff" problem. I doubt redownloading stuff and reinstalling atmosphere is going to help. Don't know about updating the FW. Try this NRO:
https://files.catbox.moe/z9r563.zip
Also, can you get me a screenshot of what the first level in Doom 2 looks like for you? You can use the capture button on the Switch just fine for this, images save to sdmc:/Nintendo/Album or whatever.
 

Fuzzy-v

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I understood it should have fixed the issue, just wondering if there were any additional effects I may have noticed.

Second nro didn't help, either, but I did notice that the first door to the left down the hallway required multiple presses to activate, and that is new. Additionally, it seemed that the hitscan not hitting targets was worse. I should note, in case I didn't before, when the bullets are acting up, they don't hit the target nor make bullet holes in the wall. Like the gun is firing a blank, per se. Not sure if thats noteworthy.

First pic is starting off, second pic is using the shotgun on the imp where there is zero effect.

2019050821594600-09281932983CFA2319B2F46A54F8F455.jpg 2019050822020700-09281932983CFA2319B2F46A54F8F455.jpg

Can't stress enough, many thanks for the help.
 
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fgsfds

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I'm out of ideas.
If you stand still and do nothing for a while when the map starts, do zombies come out of the corridor and start shooting? Like they see you through the wall?
 

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I'm out of ideas.
If you stand still and do nothing for a while when the map starts, do zombies come out of the corridor and start shooting? Like they see you through the wall?
Yes, 100%. I put it on Ultra Violence just to maximize enemy placement and as soon as I started MAP01 I heard an Imp snarl and I hear him throwing fireballs at me through the wall, like he can see me clear as day. He must be in the final chamber before the exit room.

Huh. Never really noticed that before....but, I wasn't looking for it.

--------------------- MERGED ---------------------------

I will add that the fireballs don't no clip and hit me - they hit the wall in the room he is in, presumably.

In case my last post was confusing.
 

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Just did a bit more testing - yes, absolutely. Even in Doom (1) monsters can see me without me being visible to them or making any noise on any difficulty. Through doors, walls, anything. Very strange! So it does seem eerily similar to that post on the Zdoom forum. Even with unsafe math disabled.

Very strange, indeed. I will keep playing with settings and will probably update my switch tomorrow. I know its unlikely to help, but, sounds to me like the same odds how I'm the only one with this illogical issue, haha, so I'll give it a shot. I'll keep this thread up to date if I notice any changes.

And really, thanks again for the help in this case. If you have a Patreon or something similar, please DM it to me.
 

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Very impressed.. Awesome work once again.
Thank you very much..

Bit weird why there's no FPS option tho.. (unless i'm blind)
 

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Very impressed.. Awesome work once again.
Thank you very much..

Bit weird why there's no FPS option tho.. (unless i'm blind)

You can use a console command vid_fps 1, but maybe in an ini file, because you can't type anything in in-game console, probably a bug.
 
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fgsfds

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I just didn't implement console input. You can create a file called autoexec.cfg in the gzdoom folder and put it in there, or you can try putting it in the ini as vid_fps=1 in either GlobalSettings or Doom.ConsoleVariables.
 
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RanchoBurger

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Hey guys, new to switch modding stuff, in fact I haven't done it yet. This is some amazing work here. Kudos.

Just wondering if I get an xecuter sx pro, will that get me the correct cfw to do this? Super excited at the prospect of proper doom on the go.
 

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