That should be easy to do: Just write a batch file that runs Slige and then ZDoom.Sphagne wrote:How about automated level builder?
The status of ZDoom 2.0.97
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randi
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DoomRater
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The sprites had a lot to do with it, but the map had SO much more. In fact, during the camera scene, when it sufficiently stopped pointing at the castle the frame rate went back to smooth.Graf Zahl wrote:But that was due to drawing all the sprites, not the AI.
It seemed more like the level was doing a lot to make the AI think more. You know, all those crossed lines over at the top of the door and other places to make it look 3D-ish. Sigh... That wasn't right. That was the forceful upgrade from my Celeron 466 to a Pemtium 3 800 that I ended up having to do because I couldn't play Helm's Deep worth a crap on the old one. (But thankfully I got to experience ZDoom with unpegged framerates on other maps)
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randi
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Don't worry. I do check the assembly code the compiler generates. For instance, I can do this:Graf Zahl wrote:And since I know VC's optimizer quite well I can say that this does not create optimal code.
Code: Select all
dist = Vector2(victim->Origin - m_Spot->Origin).Length();Code: Select all
fld dword ptr [esi+18h]
fsub dword ptr [eax+18h]
fld dword ptr [esi+1Ch]
fsub dword ptr [eax+1Ch]
fld st(0)
fmul st,st(1)
fld st(2)
fmul st,st(3)
faddp st(1),st
fsqrt
fstp st(2)
fstp st(0)Code: Select all
fld dword ptr [eax+18h]
fld dword ptr [eax+1Ch]
fxch st(1)
fsubr dword ptr [edx+18h]
fxch st(1)
fsubr dword ptr [edx+1Ch]
fxch st(1)
fmul st,st(0)
fxch st(1)
fmul st,st(0)
faddp st(1),st
fsqrt-
Graf Zahl
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But how about this:
NormalLight.Color = PalEntry (255, 255, 255);
Especially when using constructors to assign values it seems that it sometimes does have problems creating optimal code.
NormalLight.Color = PalEntry (255, 255, 255);
Code: Select all
mov al, 255 ; 000000ffH
xor ebx, ebx
mov BYTE PTR $T19519[esp+8], al
mov BYTE PTR $T19519[esp+9], al
mov BYTE PTR $T19519[esp+10], al
mov BYTE PTR $T19519[esp+11], bl
mov ecx, DWORD PTR $T19519[esp+8]
mov DWORD PTR _NormalLight+4, ecx
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The Ultimate DooMer
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Graf Zahl
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If I had to decide, yes. I have already done some investigation how to do this without overkilling DECORATE but right now I prefer to wait for the next version until I spend some more serious thought about it.
(Let's just say that with what I have in mind it would be possible to do all of Doom's powerups without any item specific coding as it is now...
)
(Let's just say that with what I have in mind it would be possible to do all of Doom's powerups without any item specific coding as it is now...
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randi
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Okay, that doesn't look so great. But by adding another operator = overload that takes a PalEntry as input, I can get rid of the temporary:Graf Zahl wrote:NormalLight.Color = PalEntry (255, 255, 255);
Code: Select all
mov ebx,0FFh
mov byte ptr [_NormalLight+4],bl
mov byte ptr [_NormalLight+5],bl
mov byte ptr [_NormalLight+6],bl
mov byte ptr [_NormalLight+7],0-
Graf Zahl
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It should come with a blowjob, too!Does 97 have an intergrated coffee maker?
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