Open ViperAcidZX opened 2 years ago
In version 1.2.8 I have added an expirimental and poorly optimized audio device detection thread. To disable it set the launch argument +set s_device 0 (hope that helps)
I just tried using +set s_device 0
launch argument with v1.2.8 and I still get the micropauses.
Does the micropauses followed by a pop-up message that the game is saved?
Does the micropauses followed by a pop-up message that the game is saved?
I had Auto-Save turned off when it happened.
Can you check the nightly release to see if that issue persist?
I downloaded the latest nightly release via Actions on Github and I still get the micropauses but sort of not as often. I don't know if I should share my settings and autoexec.cfg file if anything I'm using that is introducing the problem, then again I ran into this issue with stock settings.
EDIT: I just ran into this bug when loading an autosave file that starts with an in-game cutscene but I'm not sure how I caused this in addition to the audio from the starting cutscenes from Mars City's undocking sounds still playing after skipping the cutscene.
Maybe Specs and GPU driver version could help. As for the other 2 issues, they are both known and I should look into them (at least the first one since I made it with the subtitle system I have put)
My current specs:
Describe the bug The source ports from RBDoom3BFG and its derivatives seems to cause these bizarre micro-pauses during gameplay in Doom 3 that normally doesn't happen with vanilla Doom 3: BFG Edition/Doom 3 (2019). I doubt it has something to do with my aging PC since I can play the original BFG Edition and Doom 3 (2019) without these random pauses happening.
To Reproduce Play Doom 3: BFG Edition/Doom 3 (2019) with RBDoom3BFG and DOOM 3 BFA. A constant spot where this occurs is at the beginning of the game at Mars City as the Marine is going through the place.
Additional context Tested with stock configuration settings and some modified in-game.