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DarkBASIC Professional Discussion / Terrain Pack Download

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OSX Using Happy Dude
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Posted: 29th Jul 2004 17:39
No, everything he's posted has been deleted.


I came, I saw and I forgot all about it... or something...
DrakeX
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Posted: 1st Aug 2004 02:36
woo nice terrain TGC

i just hope that the "basic" pack will be included as part of DBP from now on, the incomplete "make terrain" commands will be removed, and that the matrix commandset will BURN IN HELL. SURELY you know that having three terrain commandsets in the same language is redundant and confusing especially when one isn't even complete.

and don't give me any of that "backwards compatibility" rhetoric!


that's right. DBP fanboy through and through. SEXAAAAAAY
Mike Johnson
TGC Developer
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Posted: 1st Aug 2004 04:44
There's no point removing old commands in case people are still using them. We could end up taking functionality out and then get loads of complaints about it. Better to leave them in and encourage everyone to use the new commands from the expansion pack.

Mike
Surreal Studio IanG
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Posted: 1st Aug 2004 05:50
the matrix command set is still cool

PC Spec- AMD Athlon 2.0Ghz, GeForce FX5200 128mb, 512MB of ram, Win XP Home SP1

Error 0 = no error - how is this an error the???
Lost in Thought
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Posted: 1st Aug 2004 13:04 Edited at: 1st Aug 2004 13:04
Quote: "There's no point removing old commands in case people are still using them. We could end up taking functionality out and then get loads of complaints about it. Better to leave them in and encourage everyone to use the new commands from the expansion pack.
"
I couldn't agree more. No sense in having to keep reprogramming everytime something is considered "obselete".
Quote: "One mans trash is another mans treasure"


Dave J
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Posted: 1st Aug 2004 13:07
The Matrix commands are still one of the easiest and quickest ways to get terrain going, they're great for newbies and people who just want a landscape to test ideas on. The new terrain commands require heightmaps and need a lot more setting up.


"Computers are useless they can only give you answers."
Mentor
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Location: United Kingdom
Posted: 2nd Aug 2004 07:33
plus you can animate a matrix in realtime to simulate water, not something that would be practicle with a terrain.

Mentor.

PC1: P4 hyperthreading 3ghz, 1gig mem, 2x160gig hd`s, Nvidia FX5900 gfx, 6 way surround sound, PC2: AMD 1.2ghz, 512mb ram, FX5200 ultra gfx, stereo 16 bit soundblaster.
Rob K
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Posted: 3rd Aug 2004 07:38
Quote: " plus you can animate a matrix in realtime to simulate water, not something that would be practicle with a terrain."


Once the object vertex manipulation commands are in place (ie. TGC have fully tested and enabled them), then you will be able to do this kind of thing with a terrain.


BlueGUI:Windows UI Plugin - All the power of the windows interface in your DBPro games.
Raver
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Location: leeds
Posted: 3rd Aug 2004 22:38 Edited at: 3rd Aug 2004 23:20
Oh dear,why did i try this!! I activated it,but when i now try to run any dbpro project it asks for the advanced terrain order key!damn!I even tried to uninstall the damn thing..How can i manually delete it??
EDIT:
NM,fortunately for myself i had backedup the whole dbpro dir onto my slave drive

djwheeler
Carlitos
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Location: United States
Posted: 8th Aug 2004 01:24
Is there a way to get the center of the Terrain to be the origin, my game(Spy Hunter:Lawless) is almost complete, except with the terrain bit, and I need terrain to get replaced ahead of the player to create an ininite road. I was wondering if there is a function or something to center the origin, so I only have to make 2 terrains(one straight and another curved) then I could just rotate the curved one around and position it.



DVader
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Posted: 8th Aug 2004 03:38
Hmm, lookks like it could be good... Any idea why it is really dark on my system? Almost totaly black. There are a few patches I can see, but it is mostly a black blob I'm walking on.
DVader
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Posted: 8th Aug 2004 03:46
Ok, I've sussed out that in windowed mode or full screen windowed mode it is REALLY dark even with ambient light set to max. In Full screen exclusive mode it looks great. At last the terrains which were promised on release of Pro!! But is anyone else getting the dark problem in windowed mode? It's just that although the graphics are a little blurry in these modes, they are the only ones that are significantly faster than DB classic.
Mike Johnson
TGC Developer
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Location: United Kingdom
Posted: 8th Aug 2004 05:29
DVader - what version of DB Pro are you running? You may get a problem if you're running an older version. Make sure you're in 5.4 or above.

Mike
DVader
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Posted: 8th Aug 2004 06:05
Version 5.5
Mike Johnson
TGC Developer
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Posted: 8th Aug 2004 06:07
Can you send me a screenshot by email so I can see the results you're getting - mike@thegamecreators.com. Thanks.

Mike
walaber
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Location: Los Angeles, CA
Posted: 8th Aug 2004 08:44 Edited at: 8th Aug 2004 08:45
For those that remember my Newton terrain demo, I've now got it working with full-size terrains!



EXE DOWNLOAD
http://walaber.com/misc/NDBterrain.rar

also, a new version of the wrapper (with this functionality) is available at my website http://walaber.com

Go Go Gadget DBPRO!

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Mr Coffee
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Posted: 9th Aug 2004 13:31
Does anyone know if the free version of the terrain expansion is meant to support screen resolutions of greater than 640 by 480?

All works well for 640/480 but if I use anything higher the program crashes and I get an error regarding memory which could not be read...

I'm running version 5.5, on an Athlon XP2600+ with 1GB RAM and 256MB FX5900 SP so it seems odd to imagine it may be a hardware problem?

Sleep? What's that?
Lost in Thought
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Location: U.S.A. : Douglas, Georgia
Posted: 9th Aug 2004 14:29
It is a bug with using set display mode not the actual resolution. It will run at any resolution I have tried as long as you change it in the editor and not use set display mode.

Keaz
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Posted: 11th Aug 2004 09:49
It will work in higher res. Here is an experiment of mine with some atmosphere and a reflection plane to simulate water.
Keaz
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Posted: 11th Aug 2004 09:51
BTW a decent system will run this at 50+ fps. Mine is a SIS powered laptop.
Lost in Thought
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Posted: 11th Aug 2004 11:08
That would make a wicked cool fishing game.

Dylnuge
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Posted: 15th Aug 2004 00:07 Edited at: 15th Aug 2004 00:07
Are we able to register yet? I entered the info on your website and did not get a response e-mail.

Tranzerk Technologies Current Project: Private Devolopment
OSX Using Happy Dude
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Posted: 15th Aug 2004 00:08
Yes, it should be working - could be a spam filter on your computer getting in the way.


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David T
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Posted: 15th Aug 2004 06:17
Walaber - looking very good! I might use Newton in Merc 2 for some tasty physics effects I can imagine it now, piled up crates with a Jeep smashing through them

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
John H
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Posted: 17th Aug 2004 14:35
If anyone wants to test some reflective water on there system just throw this code in at about line 43




We need help! Email us! join@eternaldestinyonline.com
Vues3d on Kalimee
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Location: NYON (SWITZERLAND)
Posted: 17th Aug 2004 17:05
Hi there!!
just a question...
I installed on a PC the extension pack & activated it.
After that, I get the files into the "Compiler" folder & put it on my PC (Where I work for my game & that hasn't an Internet connection).
When Dbpro have been launched, I get the message that the triel has expired.

Do someone knows how to activate the extension pack on a machine that hasn't internet installed on it???

Guido
http://www.vues3d.com
TS Games
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Posted: 19th Aug 2004 09:08
im new to darkbasic an all that stuff, but what is 'newton'

There are 10 types of people, those who understand binary, and those who don't.
Don Malone
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Posted: 19th Aug 2004 09:51
Newton link

http://forum.thegamecreators.com/?m=forum_view&t=30123&b=5

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Endless Loop
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Posted: 20th Aug 2004 08:30
Hi all!
I have nearly the same problem as Vues3d on Kalimee in that I have installed & activated the expansion. However when I try to use the compiler I get a crash to windows xp error. Anyone else have this problem or (better yet) a solution? Any suggestions appreciated.

WinXP
3.0 P4
1 gig DDR
4600 ti
Endless Loop
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Posted: 20th Aug 2004 11:57
I have it now, (had to go through "my computer" to get to .exe file - just in case anyone else has this problem).

BTW, It is incredible!! Plus package is a definite MUST BUY!!
Vues3d on Kalimee
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Posted: 20th Aug 2004 23:12
could someone explain me this command please???

Quote: "SET TERRAIN TEXTURE Terrain ID, Base Image, Detail Image
"


- Terrain ID... OK
- Base image... OK
- Detail Image ... (?????) is this something similar Bump map??

Guido
http://www.vues3d.com
Van B
Moderator
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Posted: 21st Aug 2004 01:21
The detail image is a reasonably big seamless texture that is repeated over your terrain to give the knobbly details that we've waited so long for .

It should also be greyscale.


Van-B


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eat much pie
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Posted: 21st Aug 2004 02:25
isn't that what a bump map does?


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Sam Wright
TS Games
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Posted: 21st Aug 2004 06:11 Edited at: 21st Aug 2004 06:14
when is the plus version of this coming out anyway?

how do you make a .dbt file do you need some editor? and also how do you make a good heightmap+texture.

There are 10 types of people, those who understand binary, and those who don't.
Steele
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Posted: 23rd Aug 2004 11:44
Colin F. asked this: " Is the texture.bmp rotated 90 degrees anticlockwise compared with the map.bmp in the demo?"

I am fairly certain that it is. I finally got my matrix converted to a heightmap and my objects aren't loading in the proper places. I think the bitmap is ninety degrees off of the plotted value. I'm not certain. My objects aren't loading in correctly. If anyone knows the answer, please let us know. I'm going to try a few tests but it would be nice to have some verification.

By the way, my FPS is comparable to the matrix system for some reason but the detail and look is awesome! So I'm going to continue working with this.

Steele

-- I straddle the line between genius and insanity. Guess which side I am on now? --
AtomR
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Posted: 24th Aug 2004 02:48
Is there a release date for the plus version yet? Any new features announced?

Take care
AtomR
TS Games
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Posted: 24th Aug 2004 08:49
i dunno if anyone else gets this, but windowed + maximised i get a great framerate, but if i rennder at 1024x768x32 it is extremely slow and laggy, something like 10-20 fps at its best.

is there any way to solve this, or is the problem my computer. (somehow i find this unlikley...)

4Ghz Proc. - 1024mb DDR. - 128mb nVIDIA GeForce FX 5200 Pro.

There are 10 types of people, those who understand binary, and those who don't.
OSX Using Happy Dude
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Posted: 24th Aug 2004 19:34
I'm surprised - 1024x768 should be faster than lower resolutions. Do you have anti-aliasing on, in the nVidia Control Panel ?


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Ian T
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Posted: 25th Aug 2004 03:33
Hi walaber,

The demo is fantastic. Would you mind posting the code, or perhaps how you went about getting that done?

Ian T
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Posted: 25th Aug 2004 08:51
D'oh, disregard that. Just got the full latest Newton package. Time to have fun

Stevie
User Banned
Posted: 28th Aug 2004 08:10
Can someone please tell me the settings needed on the terrain id to make the same size terrain as one i have just created in Geoscape. I am not sure what scaling to use.

Also by making a bitmap 512x512 or bigger along with its texture will this in turn make a bigger terrain?
Ian T
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Posted: 29th Aug 2004 12:46
Yes, it will.

To scale a terrain, change the scale values when you're creating it. To make it the same size as your geoscape terrain, just load them both up and play with the values until it's right.

David T
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Posted: 1st Sep 2004 01:45
If your geoscape terrain is 1000 x 1000 in the GS editor and the exported heightmap is 512x512..


Units per pixel X = 1000 / 512 = 1.95 units per pixel

so scale X = 1.95

same for Z values

Get 15 new commands, all the date / time commands left out of DBPro for free!
DOWNLOAD PLUGINS HERE: http://www.davidtattersall.me.uk/ and select "DarkBasic"
The Wendigo
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Posted: 9th Sep 2004 17:58
Ack! I'm not sure that would be a good idea. Generally, scaling using a float like that will probably make you lose texture or height data.

I don't know much about GeoScape, but if you can set it to 1024 instead of 1000, that would be much better as you can scale your height map by a whole number (2).

Current Projects: Verious things right now. Lots of utils for game making. Hopefully something solid soon.

http://www.geocities.com/djpeterson83
CPU
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Posted: 10th Sep 2004 10:20
Quick question, why does this keep crashing the advanced terrain:


whenever i call it from within the main loop? it always comes up with and error that says "Failed to build Terrain". could someone explain it and how to fix it?

Sparring - Loved by many, Pefected by few.

I'm going to live forever, or DIE IN THE ATTEMPT!!!"
Lost in Thought
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Posted: 13th Sep 2004 14:56
Works here in DBP 5.6 beta 2


Beavis
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Posted: 14th Sep 2004 17:15
There is bug in terain installer. It installs into default directory. If you install DBPro in other dir, then you must manualy copy installed terrain pack.

--------
Beavis
http://www.progress-studio.com
Rpg Cyco
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Posted: 14th Sep 2004 17:34 Edited at: 14th Sep 2004 17:53
Hhhhmmm, that's weird. I have DB Pro istalled to:

Quote: "Crogram FilesThe Game CreatorsDark Basic Pro"


And the AVT Plugin installed fine.

- Rpg Cyco

Beavis
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Posted: 14th Sep 2004 17:39
I have installed DBPRO in default dir, then I uninstall it, install it into C:\DBPro\ and plugins installs into default dir.

--------
Beavis
http://www.progress-studio.com
Rpg Cyco
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Posted: 14th Sep 2004 17:52
Oh I see. Must be a problem with the DB Pro uninstaller.

TGC released a program that clears the entire registry of DB Pro values. Grab it from: http://betafiles.thegamecreators.com/dbpro/dbpro_removereg.zip.

I don't know if this will work, but it's worth a try. Make sure you run it after you uninstall DB Pro of course.

- Rpg Cyco

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