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    ZDoom Progress


    Julian

    Randy Heit updated his site. He announced the upcomming release of ZDoom beta 29. It seems his work focused on performance issues, especially for hi-res rendering. He uploaded a quite huge screenshot to share his joy.

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    Good. Last version was slow as hell. and the screen is always garbled with latest version of zdoom when i start. I have to alt+tab out of it and then back.. Maybe I should report that...

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    Guest MrHarmony

    Posted

    Well, some people have more sensible things to do than moving their fingers around. (On average, you move your fingers five times the distance on a Qwerty layout than you do on a Dvorak layout, writing the same text.)

    Anyway, that garbled screen things is know, and it seems to be fixed in 1.23 beta 24. (I had the problem with earlier versions on the Matrox G400, but it went away weth beta 24.)

    BTW, which was the "slow as hell" version? (The local Doom freak at work complained about something like that as wel...)

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    Guest j00 equals ded

    Posted

    the game still looks like shit, especially that former human sprite.

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    After using QWERTY for all your life, wouldn't it take several years to type in DVORAK as fast as you type now?

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    Guest UAC PR Dept.

    Posted

    j00 equals ded:
    It isn't Randy's job to make the sprites look better. That would be the job of a mod maker. And even if you were thinking about mip-mapping, it usually looks horrible on sprites anyway, at least in all the Doom ports I've played.

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    Guest MrHarmony

    Posted

    ...it take a few weeks at most, to reach your former speed.

    From then on, you may or may not end up typing significantly faster - some double their typing speed, while there's little difference for others. (Using both Dvorak and Querty is possible, but definitely not recommended - the resulting confusion may well be the reason why some never type much faster with Dvorak.) Either way, typing is a lot more comfortable, and the risk of RSI is significantly reduced.


    As to the sprites; what are people expecting? There aren't more pixels in those WADs!

    Sure, one *could* perform advanced image processing on the graphics while loading, to generate "higher resolution" images for use with mipmapped rendering, but for good results, that's quite some image processing. (High degree interpolation with adaptive filtering, noise reduction, gradient detection/restoration etc etc...)

    Anyone feel like hacking that code? :-)

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