When will it end? ZDBSP 1.8 is out!

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randi
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When will it end? ZDBSP 1.8 is out!

Post by randi »

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.
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Graf Zahl
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Post by Graf Zahl »

This should have been 2.0, not 1.8. ;)
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randi
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Post by randi »

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...
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stx 2.0
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Post by stx 2.0 »

Yet another release.. :P
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Graf Zahl
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Post by Graf Zahl »

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.
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Post by sirjuddington »

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.
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.
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Graf Zahl
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Post by Graf Zahl »

That can't be caused by the blockmap because unlike ZDoom most source ports use the BSP to check sight. Can you give me a link to this WAD so I can check myself?
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Post by sirjuddington »

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).
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Post by rpeter »

In Doom P_CheckSight checks the REJECT lump then calls P_CrossBSPNode, with goes through the bsp tree. Blockmap is not touched as far as I can figure out.
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Graf Zahl
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Post by Graf Zahl »

In ZDoom it is because it uses Hexen's sight check which works differently.
In ports closer to the original it's not.
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Da Spadger
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Post by Da Spadger »

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.
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Post by QBasicer »

Randy. You're my hero.
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Post by Hirogen2 »

randy wrote:You really think the changes warrant a major version bump?
Oh well we can go up to 1.99 if you like :-)
All I did was remove one major bottleneck and slightly lessen another. Now, if I had added multithreading support...
Port it to POSIX/Linux, that would be a good reason for a bump.
/me already thinks of adding HPC-threading...
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Jim
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Post by Jim »

Hirogen2 wrote:Port it to POSIX/Linux, that would be a good reason for a bump.
/me already thinks of adding HPC-threading...
It already compiles fine on Linux.
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