ZDoom 2.1.7

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randi
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Post by randi »

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.
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Hirogen2
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Post by Hirogen2 »

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.
Neil
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Post by Neil »

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.
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Softie
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Post by Softie »

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. ;)
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Graf Zahl
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Post by Graf Zahl »

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.
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Alterworldruler
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Post by Alterworldruler »

So new gzdoom isn't going to appear until custom state labels are finished? that seems logical
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Graf Zahl
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Post by Graf Zahl »

Custom state labels are fully working. But there have been other changes as well.
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Cutmanmike
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Post by Cutmanmike »

Graf Zahl wrote:Custom state labels are fully working. But there have been other changes as well.
Awesome. What sort of changes?
NiGHTMARE
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Post by NiGHTMARE »

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
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Cutmanmike
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Post by Cutmanmike »

Sorry, I keep forgetting about that.
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DoomRater
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Post by DoomRater »

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.
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DoomRater
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Post by DoomRater »

"- 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.
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Marcus101RR
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Post by Marcus101RR »

Whats taking so long on 2.1.8 official release?
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Project Shadowcat
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Post by Project Shadowcat »

Guest7807 wrote:Whats taking so long on 2.1.8 official release?
Can I kill him now? -_-

Patience is a great virtue.
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QBasicer
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Post by QBasicer »

I remember long times between versions. You youngens.

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