Bit of an issue I've had for a while now (probably started seeing it a month ago but just chalked it up to my spare PC needing a fresh reinstall of Windows + Drivers and such). Basically, models with animations seem to cause the framerate to absolutely dive (even if I just stick down one of the single-frame versions of an animated one, like a pigcop or liztrooper, but to a lesser extent). After clearing off and starting fresh with my spare PC the other day, I've found the issue remains, and I've even tried backdating my Catalyst driver version to 8.10/11/12 to see if it helps - it didn't. This PC has the following specs;
A64 3200+
1gb ddr400
Radeon x800xt 256mb / HD2900xt 512mb (have tried both, am using the 2900xt right now)
What I've found is that it seems to be limited to specific versions of Mapster32. Eduke32 gameplay is unaffected, and runs absolutely fine regardless of how many models are on screen. I've created a picture which, I hope, shows pretty clearly what the difference is;

As you can see, the 2009 build/s have a framerate in that scene of 10, which in play feels more like 1 since it's so awfully bogged down that pressing left once basically makes it halt for a few seconds, at which point you just appear facing the other way (where the framerate is capable of being higher). So for whatever reason, the 2009 builds (I've tried all that I can get my hands on) seem to be causing this issue. As soon as I turn my view around in Mapster32 to look at anything except the models, the framerate happily skyrockets back to 400 or whatever it would normally be. Non-animated models, like some trees I imported recently to test, DO drop the framerate considerably, but allows Mapster to remain 'playable'.
Any ideas what might be going on here?
*edit* Among other things I have tested that had no effect;
Disabling / Enabling AA / AF settings, as I sometimes have some AA applied - No change.
Deleting the texture cache and letting it start anew - No change.
Running Fullscreen mode as opposed to Windowed - No change.