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Program Announcements / Newton Game Dynamics WRAPPER v1.30

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walaber
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Posted: 10th Dec 2004 10:29
Neil19533 - not sure what could be causing that... they compile fine, no errors? also, what DBPro version and what IDE (and version) are you using?

Go Go Gadget DBPRO!

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Neil19533
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Posted: 10th Dec 2004 22:10
dosent come up with any compile errors and i am using the latest update of darkbasicpro. ide version which i got from the about dialog is 1.053. it works but it is just slow in comparison to the demos you have provided

Any spelling mistakes are totally In tensional.
Flashing Blade
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Posted: 10th Dec 2004 22:39
@ Neil
I had same probs when I tried it - I'd just re-installed DBPro. I updated my IDE to 1.093 and it worked fine.
Try here:
http://darkbasicpro.thegamecreators.com/?f=ide


The word "Gullible" cannot be found in any English Dictionary.
Lampton Worm
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Posted: 11th Dec 2004 17:48
Hi,

I get the following when I compile the first demo (Win98SE, DBP 5.7) -

DBPCOMPILER caused an invalid page fault in
module <unknown> at 0000:00000001.
Registers:
EAX=00000000 CS=0167 EIP=00000001 EFLGS=00010246
EBX=8217be08 SS=016f ESP=0069f51c EBP=0069f5e4
ECX=f84c28d0 DS=016f ESI=10cc511c FS=48ff
EDX=8218d7c4 ES=016f EDI=1006e098 GS=0000
Bytes at CS:EIP:
00 00 00 65 04 70 00 16 00 88 05 65 04 70 00 65
Stack dump:
1005211f 1006e094 10cc511c 0069f610 10060e88 00000000 100612ea 1005757a 00000000 000088ae 10052a46 00000000 00000094 00000004 0000000a 040a08ae

any ideas? The previous version I had worked a treat (1.23)

p.s. other DLL's in my plugins folder are -

MakeGame.dll
Memory.dll
gui2.dll
Math.dll
Matrix1Array.dll
EZrotate.dll
DBP-Tok.dll
csmimport.dll
Matrix1Extend1.dll
DKShop.dll

Cheers!
walaber
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Posted: 11th Dec 2004 18:34
the only difference in the new version (besides possible changes within Newton itself), is that I'm compiling with the library, not the DLL, which is why you don't need to include Newton.dll anymore.

I guess I could release a test version that uses the DLL to see if that fixes people's problems...

Go Go Gadget DBPRO!

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dark coder
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Posted: 11th Dec 2004 18:51
@lampton

atm newton 1.3 doesnt work with win98se which is a big shame, hope it gets fixed soon


Ian T
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Posted: 12th Dec 2004 00:32
When trying to compile, I get two errors, the first one is identical to LW's, the second complains about kernel32.dll. I've reinstalled and patched and upgraded my IDE all new and still have the same problem. The demos work fine. Guess it's 98se, hope it gets fixed soon .

walaber
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Posted: 12th Dec 2004 08:38
ATTENTION ALL WIN98 USERS

please download and try the following version of the wrapper. it has been compiled without Newton.dll included... so copy the NDB.dll into the plugins-user diredtory, and then copy the Newton.dll file into your project directory.

please let me know if this fixes the problem. if not, I'll keep trying.

DOWNLOAD LINK

Go Go Gadget DBPRO!

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dark coder
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Posted: 12th Dec 2004 09:10 Edited at: 12th Dec 2004 09:14
holy crud lord, it works!!

whoop whoop whoop whoop whoop

although i get an illegal op when i close the window its all good

[edit] all the demos work, wonder why compiling it without the newton.dll made its screw up , ah well im a happy chappy, now to embark on a project that will end up being a folder which never gets filled!


Juso
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Posted: 12th Dec 2004 23:53
Yeah it works also in my Win98 except it have to run always with F5 (compile) and I get illegal op also when program starts from DBP ide and always when closing program.

I have nowadays dual boot (Win98 and XP) and Newton is running better in XP (also have to always use F5 when runnig from DBPide in XP).
FoxBlitzz
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Posted: 13th Dec 2004 02:47 Edited at: 14th Dec 2004 05:22
I think I'm going to make a game using Newton physics now. I can already imagine how it's going to turn out. It'll be great!

Edit: Here is an early shot of the game. Has real-time reflections in it, too (Optional).

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ALPHA ZERO PRODUCTIONS
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Posted: 13th Dec 2004 09:38
nice pics evil monkey.


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FoxBlitzz
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Posted: 13th Dec 2004 10:14 Edited at: 14th Dec 2004 05:22
Thanks for the compliment. I have the physics in place now. The game doesn't run all that well (56 fps at the most), but part of it is due to the cube-mapped reflections. The ball is actually controllable and everything right now. I just have to fix the controls a bit and I'll release an early test.

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Chris K
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Posted: 14th Dec 2004 00:31
I need some help with this code:



Run it to see what's going on.

It sort of works but I want it to be perfect.
It's similiar to how the movement works in the FPS demo but with a turning bar.

Should I use torque commands? They seem to have been made a bit redundant in this update.
FoxBlitzz
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Posted: 14th Dec 2004 05:16 Edited at: 14th Dec 2004 05:22
Hmm... I am having problems with the physics too. The main thing is that the gravity works, the rolling works, it all plays fine in my level. However, it doesn't work all that well with my code for setting the Omega. Simply put, I have a 3rd person camera in my game. If I hold W to move the object forward, I use triginometry to set the Omega according to the camera angle. Now this works, to an extent. If I move the camera to a slight, slight angle, the ball will start moving 45 degrees off north. However, if I aim the camera to the east, it works fine. As you can see, this is not very precise. Should I use something other than Omega? Here is the code to set the Omega:



I know it's a bit redundant, but I didn't really have any choice there. Do you know what's wrong with it?

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Ian T
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Posted: 15th Dec 2004 01:05
Walaber- works great ! It's wonderful to be playing with Newton again. I'm having loads of fun messing with the FPS demo. Physics has got to be the funnest toy for games ever

Anyways... the Vehicle Demo won't compile, complains about only integers or DWORDs being sent to arrays at the load_bod function . The rest works fine. Oh well.

Thanks a lot for your dedication. Not many people would bother with supporting an old OS

Chris K
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Posted: 15th Dec 2004 01:17
@Evil Monkey

Just use NDB_BodyAddForceLocal.
It will roll by it's self.

You may need to check to see it it's touching anything to stop the player controlling it in the air.

This is easy with the new RayCast functions.
Just check the jumping in the FPS demo.
Lampton Worm
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Posted: 15th Dec 2004 01:50
Sob, still not luck for me even with the special 98 download

DEMO01 caused an invalid page fault in
module NEWTON.DLL at 0167:02f37b10.
Registers:
EAX=02f6c7d4 CS=0167 EIP=02f37b10 EFLGS=00010202
EBX=00000000 SS=016f ESP=00f4f4d0 EBP=00f4f504
ECX=00f4f4dc DS=016f ESI=103acb10 FS=137f
EDX=f843f3c0 ES=016f EDI=02f68c98 GS=0000
Bytes at CS:EIP:
39 7e 14 74 09 8b 76 0c 85 f6 75 f4 eb 7a e8 2d
Stack dump:
00000000 02f68c98 02f68c98 00f4f54c 02f44b88 00000000 02f16b18 00000001 02f44ed1 00000001 02f3bc38 00000000 00000000 00f4f520 02f3bcc3 00000000

Anything else I need to do? I've tried all dll's in project folder, plugins-user etc.

Btw it does run the cube demo! But I get about 4 error dialogs, 2 on compile, 2 on exit, that can't be healthy.

Cheers!
FoxBlitzz
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Posted: 15th Dec 2004 06:29 Edited at: 15th Dec 2004 06:34
Quote: "You may need to check to see it it's touching anything to stop the player controlling it in the air."


It's ok. I want it to be able to move in the air anyway. I'll try adding the body force and I'll let you know what happens.

Edit: It doesn't seem to move the ball. And before you ask, yes, I have AutoFreeze off. Do you think I should try torque or is that just for vehicles?

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Chris K
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Posted: 15th Dec 2004 21:05
Wait a sec, I'll make a quick demo.
dark coder
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Posted: 15th Dec 2004 23:29
@lampton depends some dll`s give me 2 on loadup and 2 on exit like you say dunno whats gome wrong, but i may be upgrading to xp soon so all my problems will be solved, and i will be able to have more than 512meg ram, until then


Lampton Worm
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Posted: 16th Dec 2004 00:19
I'll be on XP soon also, but I have some OU work to finish first and the supplied software doesn't like XP so I have to finish that first Ah, the joys of upgrading, but as ya say, finally my extra memory will be used! Meanwhile if it gets sorted then cool.
Ian T
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Posted: 16th Dec 2004 01:20
Hi Walaber,

I'm having a little problem with Newton. Objects are going through each other a frustrating amount. The minimum FPS is set to 60 and I'm getting about 20 so it should be peforming more calculations to avoid this, but I still get a lot of glitches.

The most common one is crates (15x15x15 in size) going through walls (3 units deep) if they're pushed fast enough (no more than ~5 units a frame). Sometimes crates clip through each other. Is my frame rate just too low?


Again, the wrapper's awesome. Thanks

Insomnia Games
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Posted: 16th Dec 2004 07:17
Hi, I would just like to say thanks for the wrapper and also i have a problem with joints. I am creating a boxing game and want to use a upvector for the body and a hinge joint connecting the am and another at the elbow. but it just crashes when i try to connect the hinge joint to upvector body but works if the body is just a normal rigid body. So is this possible or will i need to make a workaround?

Thanks
walaber
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Posted: 16th Dec 2004 22:31
Mouse - you're framerate is simply to slow. if the wall is only 3 units deep, and the object is moving 5 units per frame, there is a good chance it will pass right through the wall in 1 timestep.

there are several things to try... the first, is do a little checking to wee what's causing the slow framerate. if it's the sync command, and the Newton command takes very little time (usually the case), you can try calling the Newton command multiple times per loop, or setting the minimumframerate to something much higher, like 100-200fps.

Insomnia Games - I've never tried attaching another joint to an upvector body, it could be a bug in Newton!

Go Go Gadget DBPRO!

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Chris K
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Posted: 17th Dec 2004 00:35
Do you know how to fix my problem walaber?
Ian T
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Posted: 17th Dec 2004 02:06
Walaber-> Thanks . I sacrificed a bit of visual detail for a better frame rate and raised the minimum Newton frame rate and the problems are gone now.

Oh yes, and Newton is fun!

(The barrels are Badname's)

Shadow Robert
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Posted: 17th Dec 2004 02:24
Lampton what processor are you using?


Lampton Worm
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Posted: 17th Dec 2004 20:07
Hi, its an AMD Athlon Thunderbird 1.2Ghz...
FoxBlitzz
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Posted: 18th Dec 2004 05:01
Lol, whatever happened to that "quick demo" you were going to make for me, Chris K? I'm still waiting...

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JerBil
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Posted: 19th Dec 2004 01:52
Walaber, why do I get the "Rigid Body Not Defined" error with this code. The code works if I use "body" instead of "Ball" The Ball is a DBP Sphere.

Error Line:


Setup Code:


Thanks -JerBil
zircher
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Posted: 19th Dec 2004 06:56 Edited at: 19th Dec 2004 07:00
Body is a value returned by NDB_NewtonCreateBody(col). IIRC, that's an index into an internal array that the wrapper uses. Ball is the ID number probably associated with a make sphere or load object command.

It's collision bodies and DBP object IDs, just like apples and oranges, different products with different parents. Body relates to the collision sphere data and Ball relates to the visual representation of the sphere. They can both be references to the same object with the physical simulation, but different aspects of that object.
--
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[edit for clarity]

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JerBil
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Posted: 19th Dec 2004 07:55 Edited at: 19th Dec 2004 07:59
Thanks, zircher, but what I really want to know is why sometimes
a reference to the DBP object can be used, and why it fails at other times. In other words, this identical code works in another program (although with another DBP object.)

EDIT: Actually, the "other" object is not a DBP object, it is an .x model. Maybe that makes a difference, though I wouldn't think so.

-JerBil
FoxBlitzz
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Posted: 19th Dec 2004 08:34
Whenever changing anything about an object through an NDB command (Except for NDB_BodySetDBProData), you must use the rigid body ID, not DBPro's object ID. It just makes sense.

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walaber
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Posted: 19th Dec 2004 09:30
JerBil - they are both just numbers. so, if you pass a variable for a DBPro object, that happens to be "3", and there is also a Rigid Body with the index "3", the program will not complain.

if can't tell the difference, because they're both just index numbers.

it's like mixing up your variables for objects and memblocks. if they both exist, the program won't generate an error, but you'll definately get some bugs in your program.

Go Go Gadget DBPRO!

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JerBil
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Posted: 19th Dec 2004 11:47
Ok, thanks Walaber and everybody. I understand it now, and thanks for averting disaster.


-JerBil
FoxBlitzz
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Posted: 19th Dec 2004 12:42 Edited at: 19th Dec 2004 12:43
Grr! I'm getting really frustrated here! I just can't get my ball physics correct! I've been trying to get it so my ball can ride off the ramp and be able to fly over the bar, but I can't seem to get it to start off rolling slow and then go fast. I tried Omega and that didn't work. Failing that, I tried torque. Now this makes my ball handle REALLY strange, making accleration questionably odd and generally making turning feel very awkward: no wonder the vehicle demo was so unplayable! :/

On top of that, it seems that the reason why my ball would move diagonally when I moved the ball was because it was reaching the maximum allowed X and Z rotating speeds. I then decided to slace down my ball and level models, and shrink the Newton sphere body. However, when I did this, the tree collision acted as though the level hadn't shrunk at all! Why must Newton make my life so hard?! This is ridiculous! Ever since I placed my Newton update command into the FOR loop for constant speed, it has been acting up more than ever!

Incase you need it, here is the code I currently have:



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walaber
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Posted: 19th Dec 2004 13:24
whoah, calm down there killer

I'm sorry I can't help more, but I'm simply too busy to debug everyone's problems. by now there should be enough other users that they can help you.

the reason that the wrapper doesn't recognize scaled models, is that DBPro provides no command to retrieve the scale of a model!!! so when you scale it, there is no way for the wrapper to know you have done so. this is a missing command in DBPro, there's really nothing I can do about it. you will need to re-scale the object in your modeller... sorry

for a rolling ball, I think just using torque would be the best idea... if I have a free second, I'll take a look at your code...

p.s. the vehicle is a demo to show HOW TO SETUP a vehicle, not how to make a game-level perfectly tuned vehicle!

Go Go Gadget DBPRO!

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FoxBlitzz
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Posted: 19th Dec 2004 13:44 Edited at: 19th Dec 2004 13:55
I could make a demo, but it would be a little large in file-size due to the media I currently have. Anyways, I guess I'll have to scale down the level myself then.

Edit: Well, isn't that strange? The weirdness of the torque seems to have fixed itself when I set the ball to the correct size. Everything seems to work fine, now. I'll let you know if I need any more help.

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DEANO
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Posted: 19th Dec 2004 22:54
@Evil Monkey- could you still post your demo, I like to see it in action.



Deano

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FoxBlitzz
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Posted: 20th Dec 2004 02:08
I will in a second. Before I will post the demo, I will have to add in the option of turning off dynamic reflections- they make the poly counts soar to numbers like 60,000 and would only be suited for enthusiast PCs. I'll just have it use a static cube map composed of the skybox images when omitting dynamic reflections.

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JerBil
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Posted: 20th Dec 2004 13:51 Edited at: 20th Dec 2004 14:15
Maybe I'm missing what you're doing, but this works
with a scaled model.



EDIT: ok. I see...

-JerBil
FoxBlitzz
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Posted: 20th Dec 2004 13:54
Quote: " Maybe I'm missing what you're doing, but this works
with a scaled model."


But that's a box. I'm talking about a mesh, not a primitive.

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Chenak
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Posted: 20th Dec 2004 22:24
Quote: "the reason that the wrapper doesn't recognize scaled models, is that DBPro provides no command to retrieve the scale of a model!!! so when you scale it, there is no way for the wrapper to know you have done so. this is a missing command in DBPro, there's really nothing I can do about it. you will need to re-scale the object in your modeller... sorry "


you could make a command to scale the physics collision boundaries, then make a function in dbpro to scale the object by the same amount as the collision boundaries...

i.e.

Iain
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Posted: 21st Dec 2004 04:21
I have just started using the wrapper and have some problems.

Firstly all the demos compile without any errors, but when the demos run, text displays flicker and in the fps demo the camera gets pulled towards a wall as soon as the demo starts and if i move the camera starts moving forwards and backwards by itself, also when i shoot it stops for a sec before drawing the bullethole.

Im using DBP 5.7, WinXP and have updated the ide.

The compiled demos i downloaded some weeks ago work fine.

Any help would be great.

Thanks.
jwurmz
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Posted: 21st Dec 2004 10:08
Iain: i had that same problem. put a "set display mode 800,600,32" (or whatever) at the beginning of the program. that'll fix the flickering. as for the fps control, i havn't looked into fixing that yet...

"Creativity is knowing how to hide your sources" - Einstein
walaber
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Posted: 21st Dec 2004 10:12 Edited at: 21st Dec 2004 10:12
Iain - a few other users reported similar problems, but updating the IDE seemed to fix them... I personally use BlueIDE...

anyone else have similar problems (hopefully with a solution)??

regarding scaling I can add an extra version of the CreateTreeCollision command, which includes a scale factor, so you can make it match your objects. it will work something like this:



this would scale the tree collision to the same size as the dbpro object. any comments?

I suppose I'll aldo add the option for ConvexHulls as well.

Go Go Gadget DBPRO!

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Mr Underhill
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Posted: 21st Dec 2004 11:11
Quote: "regarding scaling I can add an extra version of the CreateTreeCollision command, which includes a scale factor, so you can make it match your objects. it will work something like this:

+ Code Snippet

scale object db_obj, 50, 50, 50
NDB_SetVector 0.5, 0.5, 0.5
col = NDB_NewtonCreateTreeCollisionWithScale( db_obj )



this would scale the tree collision to the same size as the dbpro object. any comments?

I suppose I'll also add the option for ConvexHulls as well."


Just please add these new options with more advanced terrain compatibility in the next release, and I'll be happy.
Thanks alot, man!

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I mean.... not.. that i.... new that already.... i figured... maybe... CRUD! IM A NERD! -Ion Stream"

I feel your pain, man. Wait...pain?!
walaber
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Posted: 21st Dec 2004 11:47
Quote: "with more advanced terrain compatibility"


what exactly is missing?

Go Go Gadget DBPRO!

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Iain
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Posted: 21st Dec 2004 22:33
Thanks, putting the set diplay mode command at the beginning of the source has fixed the flicker problem.

Now i will try updating the ide again to see if that fixes the other problems in the fps demo.

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