When will it end? ZDBSP 1.8 is out!
When will it end? ZDBSP 1.8 is out!
ZDBSP 1.8 is now available, featuring a bug fix for v5 GL nodes and significant performance improvements over 1.7. Here are some quick download links:
Unlike 1.7, this version does not have a special SSE2 optimized version available for download. This is because ZDBSP 1.8 automatically detects SSE2 and uses it if it's available and uses non-SSE2 code otherwise.
And with this, I don't foresee any more changes to ZDBSP for a long while.
Unlike 1.7, this version does not have a special SSE2 optimized version available for download. This is because ZDBSP 1.8 automatically detects SSE2 and uses it if it's available and uses non-SSE2 code otherwise.
And with this, I don't foresee any more changes to ZDBSP for a long while.
- Graf Zahl
- Lead GZDoom+Raze Developer

- Posts: 49252
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randy wrote:You really think the changes warrant a major version bump? All I did was remove one major bottleneck and slightly lessen another. Now, if I had added multithreading support...
Everything combined from 1.6 to 1.8, yes. But the important thing is that it is now a universally usable node builder which 1.5 wasn't due to the deletion of overlapping linedefs.
- sirjuddington
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Actually I'm not too sure about that. I think other ports (and the original doom2.exe) still have problems with zdbsp's blockmap. I ran zdbsp on my deliverance.wad with version 1.7 and some of the enemies wouldn't notice me in chocolate-doom.Graf Zahl wrote:But the important thing is that it is now a universally usable node builder which 1.5 wasn't due to the deletion of overlapping linedefs.
- sirjuddington
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http://www.doomworld.com/idgames/index.php?id=11871
I just figured it was the blockmap because I remember that being the problem some time before (enemies would see through walls if I used an older version of zdbsp).
I just figured it was the blockmap because I remember that being the problem some time before (enemies would see through walls if I used an older version of zdbsp).
- Da Spadger
- Posts: 438
- Joined: Thu Jan 05, 2006 10:12 am
If it weren't for one error in this, i would use it. Whenever i merge two or more sectors, it gives me an error message (I can't remember it at the moment, i'm not at my computer either.) and i can't enter 3d mode. I would have to get rid of the unused sector(s) before being able to get into 3d mode again. It's not really hard to do, but it's quite annoying. :\
EDIT: I use the :/ smiley too much. Changed.
EDIT: I use the :/ smiley too much. Changed.
- Hirogen2
- Posts: 2033
- Joined: Sat Jul 19, 2003 6:15 am
- Operating System Version (Optional): Tumbleweed x64
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
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Oh well we can go up to 1.99 if you likerandy wrote:You really think the changes warrant a major version bump?
Port it to POSIX/Linux, that would be a good reason for a bump.All I did was remove one major bottleneck and slightly lessen another. Now, if I had added multithreading support...
/me already thinks of adding HPC-threading...