DBPro / DBPro Upgrade 7.0 Beta Test |
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LeeBamber
TGC Lead Developer ![]() Joined: Thu Aug 21st 2003 Location: England |
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 lee@thegamecreators.com "Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all |
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Jeff Miller
User Joined: Tue Mar 22nd 2005 Location: New Jersey, USA |
Is this the 7.0 discussed in the last newsletter? "Many of the secret commands have proved to be reliable and useful, and so we have decided to overhaul the help system to include many of these commands for you to enjoy as an official part of the language. Watch out for these additions in Upgrade 7.0 of DarkBASIC Professional!" |
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Green Gandalf
Valued Member ![]() Joined: Mon Jan 3rd 2005 Location: Cornwall UK |
And does it fix all the problems reported with U6.9? |
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James H
User Joined: Sat Apr 21st 2007 Location: Bognor Regis |
Help files don`t appear to have changed - this cause its beta still? Commands(secret) seem to work though. |
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Math89
User ![]() Joined: Fri Jan 23rd 2004 Location: Middlesbrough |
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Omen
User Joined: Tue Nov 7th 2006 Location: Maple Grove, MN US |
Agreed with Jeff and GG - I'm waiting for the "overhauled help system" as stated in the newsletter, waiting for the documentation on all the 7.0 commands and waiting for all the fixes reported in U6.9. |
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trogdor
User ![]() Joined: Tue Apr 15th 2003 Location: Portsmouth, VA, USA |
7.0 already, awesome I'd like to pretend that 6.9 was never released. mine still says 1.069, shouldnt be 1.070?? I cant wait till the disappearing objects are fixed. If you give someone a program, you will frustrate them for a day; if you teach them how to program, you will frustrate them for a lifetime. |
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Jagulaar
User Joined: Fri Nov 24th 2006 Location: RF, Moscow |
Does it solve win-9x problems with DBPCOMPILER.EXE (http://forum.thegamecreators.com/?m=forum_view&t=131700&b=15) and DBProFileDebug.dll (http://forum.thegamecreators.com/?m=forum_view&t=129158&b=15)? ~~~/\==/\- |
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Juso
User ![]() Joined: Mon Sep 23rd 2002 Location: Finland |
What is this new parameter to SET CAMERA TO IMAGE? |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
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Roxas
User Joined: Fri Nov 11th 2005 Location: http://forum.thegamecreators.com |
Wow! Thanks Lee Tho it may be that it isnt that what i think but im just guessing First i need to install DBPro again because i formatted my computer to linux, and so far all dbpro apps ive tested have worked fine. ![]() |
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Novan
User Joined: Mon Jul 21st 2008 Location: Cyberspace |
I keep getting Update Aborted: Could not detect Dark Basic Pro installation Any ideas? |
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Chris K
User Joined: Tue Oct 7th 2003 Location: Lake Hylia |
Something stupid on your part? -= Out here in the fields, I fight for my meals =- |
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Silvester
User Joined: Wed Dec 7th 2005 Location: Netherlands |
Quote: "I keep getting Update Aborted: Could not detect Dark Basic Pro installation
Any ideas? " Perhaps installing DBP works? |
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BatVink
TGC Newsletter Editor ![]() ![]() Joined: Fri Apr 4th 2003 Location: Chilling |
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Jagulaar
User Joined: Fri Nov 24th 2006 Location: RF, Moscow |
Quote: "Does it solve..." Tested... Still does not... :-(~~~/\==/\- |
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Chris K
User Joined: Tue Oct 7th 2003 Location: Lake Hylia |
What problems? Most of the shader related problems people were reporting seem to come from the fact that you now have the make cameras in order. ie. you can't make camera 30 unless you have made camera 1, 2, 3,..., 29. -= Out here in the fields, I fight for my meals =- |
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Chenak
User Joined: Fri Sep 13th 2002 Location: United Kingdom |
huh? You cant have multiple cameras full stop as it culls all objects within them, apart from camera zero. |
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Hoozer
User Joined: Fri Sep 8th 2006 Location: Bremerhaven (Germany) |
I must say that I tried to use a cube-map with 6 additional cams (and I changed the code so that there should be no cam-nr out of line): 0 = scene-cam 1-6= shader-cube-map-cam And some of my objects get culled away as soon as I apply the shader to an object! So I think, that having all cams in "a row" doesn't solve the problem! AMD64X24800+(939);2GB;GF6800LE (@12PS, 6VS; 380 MHz, RAM: 434 MHz) DP-Sw-Mode-Comp-Entry (updated to V. 1.4): http://forum.thegamecreators.com/?m=forum_view&t=109846&b=5&p=0 |
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Ian G
User Joined: Tue Jun 3rd 2008 Location: SSM, Canada |
With regards to the camera culling bug, it still exists in 7.0 (even if cameras are made in sequence). http://forum.thegamecreators.com/?m=forum_view&t=132061&b=15 |
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Google Ad
AdBot Joined: Aug 26th 2002 Location: Everywhere |
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Chris K
User Joined: Tue Oct 7th 2003 Location: Lake Hylia |
Ok didn't know about that. What a stupid bug, that really needs to be fixed in 7.0 -= Out here in the fields, I fight for my meals =- |
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Crazy7
User Joined: Thu Jul 31st 2008 Location: Cyberspace |
I am looking at buying Dark Basic professional, and I downloaded the free trial version. The program opens fine but when I try to compile and execute the the example program's or any other I get a window that says the compiler is not compatible with this version of DB pro. I tryed installing the latest update to DB Pro but got the same thing. Can you Make Executable's with the Trial version??? I am useing Windows Vista and Have the latest direct X updates and drivers. My Vista Op system has the latest updates. Regular FPS Creator runs perfect. I dont mean FPS X10 I dont have that yet. I realy want to use this Program can anyone help??????? If I did not Post this correctly please forgive it's my first time Posting. Please Help !!!!!!! |
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DarkBasic Pro Guy
User Joined: Fri Jun 4th 2004 Location: Broomfield, Colorado |
Crazy7, are you saying you tried to install this 7.0 beta update to the trial version and it didn't work? |
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Ed222
User Joined: Sat Nov 3rd 2007 Location: Calgary |
Quote: "I am looking at buying Dark Basic professional, and I downloaded the free trial version. The program opens fine but when I try to compile and execute the the example program's or any other I get a window that says the compiler is not compatible with this version of DB pro. I tryed installing the latest update to DB Pro but got the same thing. Can you Make Executable's with the Trial version??? I am useing Windows Vista and Have the latest direct X updates and drivers. My Vista Op system has the latest updates. Regular FPS Creator runs perfect. I dont mean FPS X10 I dont have that yet. I realy want to use this Program can anyone help???????
thats not a bug you need to install direct x 9 oct 2006 or later(correct me if I'm wrong)the vista direct x 10 doesn't work as for bugs in the trial version its a trial if they fixed all the bugs they may as well release DBP for freeIf I did not Post this correctly please forgive it's my first time Posting. Please Help" ![]() |
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The Wilderbeast
User ![]() Joined: Mon Nov 14th 2005 Location: UK |
Whenever I use Advanced Terrain it always goes grainy for some odd reason, I've tried with a range of different textures etc. But I'm pretty sure it's nothing to do with the media. ![]() ![]() That isn't anything to do with the compression of the screenshot, it's actually that grainy. Seriously though, it's like watching an old TV. And I think in the first one it made the sky go dark. Being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk? |
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HowDo
User Joined: Thu Nov 28th 2002 Location: United Kingdom |
@The Wilderbeast Have you tried changing the values to the diplay command as I seen that Lee has chaged it somewhat, so it might need some extra value add to it. Dark Physics makes any hot drink go cold. |
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James H
User Joined: Sat Apr 21st 2007 Location: Bognor Regis |
You need to generate mipmaps, use set object texture |
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Jeff Miller
User Joined: Tue Mar 22nd 2005 Location: New Jersey, USA |
In 6.9 and 7.0 you can experience the grainy look if you do not use the ",0" argument with the Load Image commands. The argument did not seem necessary before. |
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The Wilderbeast
User ![]() Joined: Mon Nov 14th 2005 Location: UK |
Okay, thanks for that Jeff, I'll give it a try. Being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk? |
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Diggsey
User Joined: Mon Apr 24th 2006 Location: On this web page. |
Yay, my request for an extra parameter to set camera to image was actually done! Thanks!!! edit: To those who don't know it means that if you use the extra parameter you can then use the image in external dlls like BlueGUI (eg. you can have a 3d image on a panel!) |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
Quote: "Yay, my request for an extra parameter to set camera to image was actually done!"
Sorry to poop on your ride on but I'm pretty sure it was my request |
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Freddix
User Joined: Thu Sep 19th 2002 Location: France |
Hi Lee, Any planed date for another beta for 7.0 upgrade ? Gandalf said: "All we have to decide is what to do with the time that is given to us" Odyssey-Creators - X-Quad Editor - 3DMapEditor |
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General Reed
User Joined: Fri Feb 24th 2006 Location: Cyberspace |
"Hi Lee, Any planed date for another beta for 7.0 upgrade ? " I second that. Any chance of getting shadows working before the competition ends? CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb |
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thedubdude
User Joined: Sat May 24th 2003 Location: San Jose, Ca. |
Does HELP-->About DBPro return 1.069 for the beta 7.0? It does for me. |
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General Reed
User Joined: Fri Feb 24th 2006 Location: Cyberspace |
Indeed it does CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb |
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LeeBamber
TGC Lead Developer ![]() Joined: Thu Aug 21st 2003 Location: England |
BETA2 now available. U70 is not going to be an all dancing all singing bug fixing romp on reported issues, just delivering what I mentioned in the newsletter and tackling the more annoying bugs introduced by mistake during U68/U69 work. Check out the new help layout and additional command documentation. Post here if you want to see more details in any of the commands from the language. Pick three commands you would really like to see explored, rather than suggesting I just 'do all of them'. After all, there are now thousands of the little fellows! "Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all |
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General Reed
User Joined: Fri Feb 24th 2006 Location: Cyberspace |
Thats awesome! Thanks lee! CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb |
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dark coder
User Joined: Sun Oct 6th 2002 Location: Japan |
I just tried the latest and found 2 issues with it in my entry. I also noticed this issue occurs in one of my shader demos so you have an example(attached). Basically there is no linear interpolation on my shadow render targets, as you can see the demo works fine in 7.0b1(though you may need to uncomment the Set Object Radius ID, -1.0 lines there). And by fine I mean the penumbra is nice and smooth(well actually highly dithered but still smooth :p), under 7.0b2 my shadows use Nearest Neighbour sampling only, despite having specified linear for all 3 filters in the shader for every sampler as well as Set Object Filter ID, 2. You can clearly see the 4 samples from the shadow map overlapping, anyway so the difference should be obvious. The second issue is that the frustum culling is only calculated for camera 0, all other cameras share its scene visibility. You can see this in the example if you look at an object that casts a shadow and slowly turn the camera(while looking at its shadow), as soon as the object leaves the screen the shadow vanishes, this shouldn't happen as the object is still in the view frustum of the shadow cameras which are the ones that basically cause the shadow to be cast. |
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coolgames
User Joined: Mon Sep 26th 2005 Location: Oregon, USA |
I'd really like to see multiple render targets. Also, I'd really like to be able to render transparent objects without the wierd artifacts around the edge. If I use transparency mode 4, the object will disappear into nothing if the camera gets too far away. Setting it to 2 will cause their to be an outline around the object. Either of these modes causes problems with shadow mapping. Leadwerks engine seems to be able to render transparent objects without problems(I'm looking at the vegitation on the terrain). I don't know how it works, but I'd like to see it in dbpro. Edit: I just figured out the transparency problem. I knew that if I posted asking about it, I'd figure it out about 5 minutes later. I just tell the hlsl effect to sample the transparent object's texture with no filtering. Texture = (Tex0); MipFilter = NONE; MinFilter = NONE; MagFilter = NONE; |
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HowDo
User Joined: Thu Nov 28th 2002 Location: United Kingdom |
Lee, that's one heck of a lot of work been put into the help file like the new way of listing the demos, and the small demos on commands that just did not have anything before. worth the wait. Dark Physics makes any hot drink go cold. |
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