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DarkBASIC Discussion / Darkbasic Clasic vs. Darkbasic Pro

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CPU
21
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Joined: 4th Jul 2003
Location: Carlsbad, CA
Posted: 1st Dec 2003 05:01
Ok some of you may know that I've posted my AWCompo game in the W.I.P. folder but as of laite because of some frames per second issues would it be a viabale option to switch from DBC to the DBPro demo, would it take a tone of time to convert the syntax or is similar enough that it would be a rather simple change? I know DBPro runs alot faster and my gam's FPS have been droping below 30 ever since i started texturing my levels. Any comments on the subject would be appreciated. thanks guys
CPU

Sparring - Loved by many, Pefected by few.

I'm going to live forever, or DIE IN THE ATTEMPT!!!"
MikeS
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Location: United States
Posted: 1st Dec 2003 05:09
Most likely transfering to DBP won't be a problem. The syntax is very similiar and only a few changes have been made. I can't guareentee you won't get a headache, but it shouldn't be too hard of a task. The speed difference will definitly be worth it, and may be the difference between winning and losing.



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heartbone
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Posted: 1st Dec 2003 05:43
The PC the entries will be run on is a Pentium 4 3.0 GHz, 512 MB RAM, Soundblaster Audigy, GeForceFX 5900 video card and DirectX 9.0b.

Maybe the framerates won't be an issue on the judges machine?

The more you see, the more you know.
The more you know, the more you see.
DevilLiger
21
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Joined: 21st Nov 2003
Location: Fresno,CA,USA
Posted: 1st Dec 2003 10:13
I was jsut curious. you guys know about the "PRINT Hello World" thingy? how come even that don't work on my darkbasic professional. Im using a trial version right now though. Could that be the problem? or is it totally different from any other programming language? can someone help me out on this? because im deciding if i should get it or not next year.
Don Malone
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Joined: 27th Apr 2003
Location: Birmingham, Alabama
Posted: 1st Dec 2003 13:23 Edited at: 1st Dec 2003 13:24
Quote: "you guys know about the "PRINT Hello World" thingy? how come even that don't work on my darkbasic professional.""


If it is typed the way you have it here. It is a syntax problem.

Correct format would be like

PRINT "Hello World"

Where the print statement would display what is included inside the " " marks.

Wasting CPU Cycles since the 286 was a hot machine.
CPU
21
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Joined: 4th Jul 2003
Location: Carlsbad, CA
Posted: 1st Dec 2003 23:52
Ok so it seems that i should transfer over, would the trial version made for the AW compo work?(i heard somewhere that it was going to expire sometime before the compo ended) and is there any syntax differences that i should know about that you could tell me that might give me a headach?

Regards,
CPU

Sparring - Loved by many, Pefected by few.

I'm going to live forever, or DIE IN THE ATTEMPT!!!"
Jess T
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Location: Over There... Kablam!
Posted: 2nd Dec 2003 02:46
The AlienWare Comp version works fully for 90 days, there is no date limit on it, it just runs out after 90 days.

And, this is pulled directly from the help files:


Hope I Helped...


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
DevilLiger
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Joined: 21st Nov 2003
Location: Fresno,CA,USA
Posted: 2nd Dec 2003 05:39
I know d boy. of course it's not written exactly like that I wrote it exactly like this:
PRINT "Hello World"

Well can anyone tell me what am i doing wrong because if it's right then i guess there's something wrong with the trial version of DB Pro.
Jess T
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Posted: 2nd Dec 2003 11:52
You're doing it 100% correct, it's just that the way DBPro works is different to the way DBC works.

You'll notice, the program will seem to execute, then will instantly come up with the window wanting you to either go to the website or ext the program.
What has happened here, is the program ( Print "Hello World" ) HAS executed, but has done so instantly, then closed the application.

Whereas, in DBC, after the program has been executed, the Debugger ( CLI ) comes up, then you press F12 ( or click the button ) to return to the editor.

To remidy this, simply paste Wait Key after the Print command.

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Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
CPU
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Joined: 4th Jul 2003
Location: Carlsbad, CA
Posted: 2nd Dec 2003 23:47
ok so i've downloaded the DBPro trial, in my older game i was using static objects for a good part of the level, how should i go about changing that to get a similar effect in DBPro without just making more objects? Thanks for your input sofar
CPU

Sparring - Loved by many, Pefected by few.

I'm going to live forever, or DIE IN THE ATTEMPT!!!"
Jess T
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Posted: 3rd Dec 2003 02:29
Sorry mate, can't help you there.

Doesn't DBpro support static objects?

Mabey there's just a few little commands you need to change. Most of the commands that were removed were replaced by new ones, so have a look around the help files.

Hope I Helped...


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
DevilLiger
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Location: Fresno,CA,USA
Posted: 4th Dec 2003 22:08
cool man thanks i'll try that!
CPU
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Location: Carlsbad, CA
Posted: 5th Dec 2003 01:12
ok, i've downloade the trial edition, i've modified my code so that it compiles and runs without an error, but when i click on 'New game' part or 'continue from saved' it simply ends and comes up with a dialoge box saying that the game was made with darkbasic pro trial edition, no error or anything! i'ts annoying the heck out of me cause the credits work fine but not the game parts. Any help would be appreciated.

CPU

Sparring - Loved by many, Pefected by few.

I'm going to live forever, or DIE IN THE ATTEMPT!!!"
Jess T
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Posted: 5th Dec 2003 01:35
post your code in the DBPro forums.

But, to help now, Just make sure you aren't using an End command anywhere or a Break command or anythign like that...

Hope I Helped...


Team EOD :: Programmer/Logical Engineer/All-Round Nice Guy
DevilLiger
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Joined: 21st Nov 2003
Location: Fresno,CA,USA
Posted: 12th Dec 2003 02:08
i was wondering if darkbasic can do this. use a bone animation that can be used by many 3d models like if you have many human models and you want all of those human models. Isn't it possible to have darkbasic program to use that bone animation for all of those human models?
Northern Fist
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Posted: 12th Dec 2003 02:27
I use to think it did, until I had a bunch of models that I wanted to animate by manipulating it's limbs. The limbs never rotated along an appropriate axis. I tried to look and see if you could define the pivot points, but there ain't any. I don't know if it's possible ...

"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)
DevilLiger
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Location: Fresno,CA,USA
Posted: 23rd Dec 2003 02:30
Well can any one tell me if that's possible or not...... because im on a project and i need someone to tell me if it's possible to do it. If not i will have a big change on my project
waffle
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Location: Western USA
Posted: 25th Dec 2003 11:37
not from within DB

bone information is not saved to a model .x format. So, DB/DBP would have no information to go on.

From within MS3D
make a skeloton (joints only) and animate the joints.
Then all you need do is pick a model and assign each group
to a joint and be done. Just be sure not to copy over the
main skeloton file.

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