ZDoom 2.1.7

News about ZDoom

Postby randi » Tue Nov 21, 2006 12:49 am

Well, you could get a rough idea by compiling with NOASM and then comparing the performance with the regular version. The assembly code makes extensive use of self-modification for variables that don't change within a single call of each function, which any ordinary compiler would never try to do.
User avatar
randi
Site Admin
 
Joined: 09 Jul 2003

Postby Hirogen2 » Tue Nov 21, 2006 2:12 pm

However, is this also true for x86_64? I know of at least one project (crypt_blowfish) where a hand-tuned assembly version would not improve much on anything but x86.
User avatar
Hirogen2
 
Joined: 19 Jul 2003
Location: Central Germany

Postby Neil » Tue Nov 21, 2006 2:52 pm

That is a good point. My understanding is that compilers do a much better job when they have more registers to play with, since there's less creativity involved.
Neil
 
Joined: 16 Sep 2006
Location: California

Postby Softie » Wed Nov 29, 2006 12:38 pm

I'm sorry if this is off-topic, but there isn't a GZDoom based on ZDoom 2.1.7? I just got myself a new laptop and wanted my new "installation" of GZDoom to be up-to-date. I think it will run pretty smoothly on the GeForce Go 7950 GTX. ;)
User avatar
Softie
 
Joined: 05 Dec 2003
Location: Sweden

Postby Graf Zahl » Wed Nov 29, 2006 12:49 pm

No, there isn't. The reason is that at the same day 2.1.7 was released I committed a large change to ZDoom itself. In other words, I never had GZDoom code I could update to 2.1.7 because it was already at a newer stage. And in the last month there have been more changes so at the moment I can't create something based on a release build.
User avatar
Graf Zahl
 
Joined: 19 Jul 2003
Location: Germany

Postby Alterworldruler » Fri Dec 01, 2006 8:02 am

So new gzdoom isn't going to appear until custom state labels are finished? that seems logical
User avatar
Alterworldruler
Crushing your soul, $9,99 per day!
 
Joined: 19 Dec 2005

Postby Graf Zahl » Fri Dec 01, 2006 8:13 am

Custom state labels are fully working. But there have been other changes as well.
User avatar
Graf Zahl
 
Joined: 19 Jul 2003
Location: Germany

Postby Cutmanmike » Fri Dec 01, 2006 8:27 am

Graf Zahl wrote:Custom state labels are fully working. But there have been other changes as well.


Awesome. What sort of changes?
User avatar
Cutmanmike
Not dead
 
Joined: 06 Oct 2003
Location: United Kingdom

Postby NiGHTMARE » Fri Dec 01, 2006 9:07 am

Cutmanmike wrote:Awesome. What sort of changes?


This sort of question is what the changelog is for :).

http://mancubus.net/svn/hosted/zdoom/zd ... rh-log.txt
NiGHTMARE
.now.
 
Joined: 19 Jul 2003

Postby Cutmanmike » Fri Dec 01, 2006 9:51 am

Sorry, I keep forgetting about that.
User avatar
Cutmanmike
Not dead
 
Joined: 06 Oct 2003
Location: United Kingdom

Postby DoomRater » Thu Dec 21, 2006 2:10 pm

I see some stuff in the Changelog I want. Detaching a lot of the specific code from monsters and applying them to codepointers instead for starters, as well as Monster Autoaim only.
User avatar
DoomRater
Flash Junkie
 
Joined: 28 Jul 2004
Location: www.wetheplayers.net

Postby DoomRater » Tue Jan 02, 2007 8:32 pm

"- Changed SDL mouse handling to be basically identical to the (non-DirectInput) Win32 code. The mouse is polled periodically and constantly warped to the center of the window. Despite what the SDL docs specify, SDL_WM_GrabInput() is apparently no longer a reliable means of obtaining continuous relative mouse motion events."

Ooooh, I'll be able to use my cursor based magnifying glass with ZDoom! I was going to complain about that behavior but I see it's been addressed.
User avatar
DoomRater
Flash Junkie
 
Joined: 28 Jul 2004
Location: www.wetheplayers.net

Postby Marcus101RR » Thu Jul 12, 2007 9:10 pm

Whats taking so long on 2.1.8 official release?
User avatar
Marcus101RR
It was only a one week cool-off ban, not a permaban. Stop overreacting, please.
Banned User
 
Joined: 08 Jul 2007
Location: USA, Florida

Postby Project Dark Fox » Thu Jul 12, 2007 9:16 pm

Guest7807 wrote:Whats taking so long on 2.1.8 official release?

Can I kill him now? -_-

Patience is a great virtue.
User avatar
Project Dark Fox
Nightmare Fuel Station Attendant
 
Joined: 14 Jul 2005
Location: The Gutter

Postby QBasicer » Thu Jul 12, 2007 10:13 pm

I remember long times between versions. You youngens.
User avatar
QBasicer
#include <QBasicer.h>
 
Joined: 16 Sep 2003

PreviousNext

Return to ZDoom News

Who is online

Users browsing this forum: No registered users and 1 guest