Page 3 of 8

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 10:23 am
by daimon
yay

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 11:36 am
by Marisa the Magician
Wooo, this be really good news indeed.

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 12:15 pm
by SoulCrow
Thank you Randy and Graf Zahl for continuing your work on this amazing source port (thanks go out to all other contributors as well). Good birthday present ;) (Well, a few days early, but good enough :P)

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 1:45 pm
by DavidB1000
Yeah! This is great. As Revolver Ocelot says, "I've been waiting for this!"

Congrats on releasing a new version. Truly something amazing this is, yes. As Yoda would say...

I shut up now.

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 1:49 pm
by Project Shadowcat
DavidB1000 wrote:I shut up now.
Do.

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 3:21 pm
by Janizdreg
A big thank you to the developers and everyone who helped along with making this version the most awesome ZDoom release ever. I almost can't believe how far ZDoom has come over all these years. Keep up the good work guys!

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 5:25 pm
by sonicdoommario
Great release, but for some reason, my performance suffered a bit after upgrading to 2.3.0. What could be the top cause for this?

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 5:32 pm
by Enjay
sonicdoommario wrote:my performance suffered a bit after upgrading to 2.3.0. What could be the top cause for this?
Based on the information you posted about your system and setup, I think this guy might be able to help with the answer...
Spoiler:
;)

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 6:04 pm
by sonicdoommario
3.4 GHZ Pentium IV
ATI RADEON X700 PRO
2.25 GB RAM

I run the game with a 1680x1050 res, and even lowering it didn't do a whole lot.

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 6:14 pm
by Enjay
Curious. Your machine beats mine on every aspect that you have listed, yet I have noticed no reduction in performance between 2.2.0 and 2.3.0. If anything, things have improved. Purely out of interest, what kind of fps values are you getting and how do they compare with 2.2.0? (If you don't know how to get fps values, type vid_fps 1 at the console to display an fps counter.)

[edit] Relevant? http://forum.zdoom.org/viewtopic.php?f=7&t=21135 [/edit]

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 6:42 pm
by sonicdoommario
I did an FPS on both 2.2.0 and 2.3.0, and the results were nearly equal. Could other memory consuming apps running in the background slow down ZDoom?

EDIT: Oops, forgot the FPS. They ranged anywhere from 25-200 FPS, usually averaged between 35-45 FPS. Why does that seem rather low?

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 8:15 pm
by SonicIce
My FPS seems much slower in 2.3.0 on nuts.wad. :shock:

Now, where can i download 2.2.0 again...

Ok. In nuts.wad on 2.2.0 I get 25 FPS just sitting at the start.
In 2.3.0, the FPS is 25 for about 2 seconds then quickly drops to 1 to 2 FPS and stays there.

Same exact config file. Do I need to make a new config for 2.3.0?
edit: that didnt even help.

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 8:31 pm
by Vader
Finally, vertex-slopes and linked sectors for the win :D
Thank you Randy and Graf!

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 8:56 pm
by randi
SonicIce wrote:My FPS seems much slower in 2.3.0 on nuts.wad.
That's not my experience. Just standing at the start, both versions perform about the same. Then after getting the monsters' attention, 2.2.0 drops to 1-2 FPS and stays there. 2.3.0 also drops but not so much and starts gaining performance about 30 seconds or so later as some of the monsters die and quickly becomes quite decent after that. Moving from the starting platform is also important, since that seems to be the worst place for performance. You need to drop down on their heads so their projectiles fire lower and trigger more infighting.

Re: ZDoom 2.3.0 released

Posted: Mon Mar 02, 2009 9:16 pm
by esselfortium
Vader wrote:Finally, vertex-slopes and linked sectors for the win :D
Thank you Randy and Graf!
Countdown until Vader starts kicking my doombuildery ass even more than previously... :P