Hi Guys,
New DBPro upgrade available. The link is here:
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_0_beta.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_0_beta2.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_0_beta3.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_0_beta4.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_0_beta5.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_0_beta6.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_0_beta7.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_0_beta8.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_0_beta9.zip
Changes log:
Upgrade 7.0
===========
Updater
-------
* Added additional dialog to ask for destination folder (multiple DBP installations)
Help
----
* Help files replaced with new help system that covers all previously 'undocumented' commands plus visual overhaul
* Tweaked many examples to align better with latest update, correcting small issues in the code (samples too fast)
* Added 91 missing examples to a range of commands across the board (feature creep)
* Added 49 more missing command documentations plus examples (GameFX module)
* Added media to GFX folder to solve missing help layout graphics
* Added missing parameter to MAKE OBJECT PLANE (MAKE OBJECT PLAIN)
* SET BLEND MAPPING explained better
* Added missing FLUSH LIGHT MAPS command in help
* Adjusted typical float descrioption value from 2.5 to 0.5 (for COS sense)
* Specified that HSIN, HCOS and HTAN must be specified as angles in degrees
* Fixed CALL DLL help pages to reflect correct parameter types
* Completely removed TEXTURE BACKDROP from help system (discontinued)
* Updated GET IMAGE with original texture flag description to avoid confusion
* Additional help information provided for CHECKLIST FOR OBJECT LIMBS
* COMPILE CSG removed from help files, command discontinued years ago
* Updated examples in two camera examples for UPDATE MATRIX addition
* Fixed typo in the command help LIMB VISIBLE
* Updated KEYWORDS with correction for MAKE OBJECT PLANE
* #INCLUDE and #CONSTANT renamed from _INCLUDE and _CONSTANT
* Updated LIMB EXIST and LIMB VISIBLE command pages
Compiler
--------
* Executables no longer create a SW_NORMAL window on the taskbar, using SW_HIDE instead
* NOTE: To run a DBP EXE in native Vista, ensure you copy in D3DX9_31.DLL
Matrix
------
* Randomize matrix is now truely random and not predictable on rerunning code
ConvX
-----
* Added support for DECLDATA field in newer X file exports (supports XYZ+NORMALS+UV+DIFFUSE only)
* Above addition helps support new exporter in Truespace 7.6 free version
Core
----
* Fixed bug causing frustrum not to calculate for cameras with FASTSYNC
Basic3D
-------
* Fixed culling of objects involving multiple cameras (frustrum planes calculated after vis check instead of before)
* Increased cap of bones allowed for shaders from 32 to 60 (new DBP shader limit)
* Added additional detection of excluded objects to speed up largr object use apps
* Duplicated MAKE OBJECT PLAIN with MAKE OBJECT PLANE to correct a very old typo
* Added extra object check at DrawObject call to ensure null-objects not drawn!
* Removed runtime error if try to FVF convert mesh with more than 65535 vertices
* Added missing parameter of Mode to MAKE OBJECT PLANE
* Fixed MAKE MESH FROM OBJECT so it once again converts strips to tri lists (fixed)
Camera
------
* Added Philips 2D+Depth support as stereoscopic mode 3 (requires special internal build of DBProSetupDebug.DLL (WOW build))
* Added new mode and parameter to SET CAMERA TO IMAGE : Mode 3 uses extra parameter to specify D3DFMT value for image
D3DFMT_UNKNOWN = 0,
D3DFMT_R8G8B8 = 20,
D3DFMT_A8R8G8B8 = 21,
D3DFMT_X8R8G8B8 = 22,
D3DFMT_R5G6B5 = 23,
D3DFMT_X1R5G5B5 = 24,
D3DFMT_A1R5G5B5 = 25,
D3DFMT_A4R4G4B4 = 26,
D3DFMT_R3G3B2 = 27,
D3DFMT_A8 = 28,
D3DFMT_A8R3G3B2 = 29,
D3DFMT_X4R4G4B4 = 30,
D3DFMT_A2B10G10R10 = 31,
D3DFMT_A8B8G8R8 = 32,
D3DFMT_X8B8G8R8 = 33,
D3DFMT_G16R16 = 34,
D3DFMT_A2R10G10B10 = 35,
D3DFMT_A16B16G16R16 = 36,
D3DFMT_A8P8 = 40,
D3DFMT_P8 = 41,
D3DFMT_L8 = 50,
D3DFMT_A8L8 = 51,
D3DFMT_A4L4 = 52,
D3DFMT_V8U8 = 60,
D3DFMT_L6V5U5 = 61,
D3DFMT_X8L8V8U8 = 62,
D3DFMT_Q8W8V8U8 = 63,
D3DFMT_V16U16 = 64,
D3DFMT_A2W10V10U10 = 67,
D3DFMT_D16_LOCKABLE = 70,
D3DFMT_D32 = 71,
D3DFMT_D15S1 = 73,
D3DFMT_D24S8 = 75,
D3DFMT_D24X8 = 77,
D3DFMT_D24X4S4 = 79,
D3DFMT_D16 = 80,
D3DFMT_D32F_LOCKABLE = 82,
D3DFMT_D24FS8 = 83,
D3DFMT_D32_LOCKABLE = 84,
D3DFMT_S8_LOCKABLE = 85,
D3DFMT_L16 = 81,
D3DFMT_VERTEXDATA = 100,
D3DFMT_INDEX16 = 101,
D3DFMT_INDEX32 = 102,
D3DFMT_Q16W16V16U16 = 110,
D3DFMT_R16F = 111,
D3DFMT_G16R16F = 112,
D3DFMT_A16B16G16R16F = 113,
D3DFMT_R32F = 114,
D3DFMT_G32R32F = 115,
D3DFMT_A32B32G32R32F = 116,
D3DFMT_CxV8U8 = 117,
D3DFMT_A1 = 118,
D3DFMT_BINARYBUFFER = 199,
* Added two new modes to SET CAMERA CLIP (3&4 same as 1&2 except they are for shaders)
Image
-----
* Corrected bug from U69 causing LOAD IMAGE to resort to zero-mipmap mode (BETA2 onwards)
Setup
-----
* Require special DBProSetupDebug.DLL (WOW build) alongside stereoscopic mode 3 usage
Bitmap
------
* SET CURRENT BITMAP now accepts a negative number, which specifies a camera target using the positive equivilant of the negative number.
If you find U70 breaks something that worked in U68/U69, let me know by emailing me at
[email protected]
"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all

"