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DarkBASIC Professional Discussion / DarkBASIC Professional Upgrade 4.1

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Soyuz
23
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Posted: 20th May 2003 20:27
Rob K - I just so happened to test delete object in patch 4 before updating to 4.1.

With 4 it took about 2.5 seconds to delete 100 - (13 polygon) objects.

In patch 4.1 test it took 6 milliseconds !!!
Rob K
Retired Moderator
23
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Location: Surrey, United Kingdom
Posted: 20th May 2003 20:29
Strange.

Anyhow, I am glad that Intersect Object now works with memblock objects again

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_102.zip
Soyuz
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Posted: 20th May 2003 20:30
Additionly, creating 200 objects using "Make object" and then deleting them immmediatly took 12 milliseconds.
Danmatsuma
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Location: Australia
Posted: 20th May 2003 20:51 Edited at: 20th May 2003 20:53
Has anyone had a chance to test dynamic deformation (deforming a bone rigged mesh using rotate limb commands etc, rather than with a prebuilt animation) I have a code snippet and downloadable model in the code snippets section, would be grateful if someone could try it out in patch 4.1...
http://www.darkbasicpro.com/apollo/view.php?t=10487&b=6

ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.
Rob K
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Posted: 20th May 2003 21:03
Aside from DELETE OBJECT, the CHANGE MESH command is now much faster.

Previously I got 6FPS with CHANGE MESH once per loop, now I get 130FPS, which means that I can use it in realtime.

Thanks Lee

Swings and roundabouts, but all in all, this patch has fixed quite a few problems with P4 which really annoyed me.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_102.zip
ZomBfied
23
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Posted: 20th May 2003 21:42
There's totally a speed up goin on. At this rate it will soon be as fast as db V1.9 with lots of objects!

It's still giving me some grief, though. some loaded .x objects appear as wireframe although they're not (and don't appear that way in p3.1) and I'm still having some z-buffer issues with ghosted objects.

Another wierd thing is that dark-ghosted objects don't behave like they used to. White shows up as well as dark.

Chenak
23
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 20th May 2003 22:32
DB Pro wont load .x files! CRAP!!!! The game just crashes with no explanation and after a few tests it turns out it wont load any of my custom .x objects! It worked perfect in patch 4.0... it's just ridiculus.

Im hoping for patch 4.2 VERY soon...

Once you start down the Dark Path, forever will it dominate your destiny...
lcfcfan
23
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Joined: 19th Feb 2003
Location: North East, UK
Posted: 20th May 2003 23:24
F*ck DB i'm pissed off right now and am just gonna forget about it the new patch doesn't work, i tried to download new drivers to see if that helped but toshiba never release any new ones for their laptops and the drivers on the ATI site don't seem to work with notebooks it's probably not all the fault of the dbs team (ATI/Toshiba) but i am just too pissed to bother any more all the problems from patch 4 are still there and i can't even use bsp's so there is no point anyway i might be back when patch 5 is released or if i can get it working on my geforce 4 based desktop but then there is the problem of that all my work and other stuff is on my laptop, so see you all when P5 is out.

the_winch
23
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Joined: 1st Feb 2003
Location: Oxford, UK
Posted: 20th May 2003 23:46
Png files now use there inbuilt transparancy insted of set image color key so all my sprites are no longer transparant.

I guess I will have to stop making sprites in mspaint or save them as bmp.
Rob K
Retired Moderator
23
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Location: Surrey, United Kingdom
Posted: 21st May 2003 00:53
I haven't had problems with any custom .X files here yet, how did you export them?

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_102.zip
Duffer
23
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Joined: 9th Feb 2003
Location: chair
Posted: 21st May 2003 01:11
Rich,

Pass on thanks to all DB team for their efforts with this Patch... x-d

Am I right in still thinking that it will be Patch 5 that gives us the *.dbo file format that can be used with Load Object, Append Object and, for the first time, Save Object???? Please say yes,

Chenak
23
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Location: United Kingdom
Posted: 21st May 2003 01:11 Edited at: 21st May 2003 01:22
i used 3dsmax5, exported with pandaX and enabled binary compression, worked perfect in 4.0, ive tried exporting to text and binary but that didn't work either .

EDIT:- I fixed it! it turns out that the model has to have an animation if you export it with animation enabled in the panda x export. Strange but for somereason it works...

Once you start down the Dark Path, forever will it dominate your destiny...
ZomBfied
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Posted: 21st May 2003 03:47
IcFcFan: I feel your pain, brothah.

gbuilder
23
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Joined: 26th Aug 2002
Location: New Zealand
Posted: 21st May 2003 07:03
With patch 4.1, I have noticed a change in the texturing of a Skysphere. Instead of the clear blue and white of scrolling clouds on a sunny day (with 4.0), the sky is covered in lumpy diamond shapes.
Alarming..

gbuilder.

AMD900mhz, 256mb Ram, 64mb GForce2 MX400 Graphics card, Windows 98se.
The admiral
23
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Posted: 21st May 2003 09:54
We must be patient this patch is just an initial patch before patch 5 which I feel should correct a ton of problems but if your experiencing some issues then send the bug reports with code to the db team so they can look into it.

[href]www.vapournet.com/~flyer[/href]
Shadow Robert
23
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Location: Hertfordshire, England
Posted: 21st May 2003 11:41
i though this patch was suppose to fixx most of the more immediate problems we're having...

not that i care much it has fixxed alot of the problems i've been having with the core stuff

Within the Epic battle of the fates the Shadow and the Angel will meet. With it will harbinger the very fight of good vs evil!
OzBot
23
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Joined: 24th Feb 2003
Location: Sweden
Posted: 21st May 2003 11:50
Quote :"DB Pro wont load .x files! CRAP!!!! ""

I only work with .x Files in DB pro and have never had a problem!

I use Deep Exploration to convert models into .x files. Download the Demo version and see if it works for you.

http://www.righthemisphere.com/

regards,
OzBot..
spooky
23
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Joined: 30th Aug 2002
Location: United Kingdom
Posted: 21st May 2003 13:44
Initial impressions are good!

same as gbuilder, texturing a skysphere with a jpeg does not seem to work too well if you run 16bit colour. Choose 24/32 bit and you are ok. Did not do this until 4.1

Now ATI bug fixed, I can recompile some of the retro games that would not play ball.

Other than that all my programs work except one which is a test area containing LOADS of stuff. Could not pin down problem immediately. Will look another day.

Gronda, Gronda
Shadowfax
23
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Posted: 21st May 2003 17:07
Hiyas folks .... having limb problems after patch. I *am* debugging the code so it *could* be me....

Notes on the code : This is an extract from a function

anything beginning C_ .... is a constant and pre defined
modelId is passed to this function and has been checked

* NB * currentLimb = limbCount + 1
the resulting message is "limbs must be linked in chain sequence"


Just for interest sake during testing i varied the currentLimb calue as it was passed to add limb

if currentLimb = limbCount (from checklist quantity command)
i get the message "Limb does not exist"

and if currentLimb = limbCount + 2
"limbs must be linked in chain sequence"

"No Gir ... thats BAD !"
Shadowfax
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Posted: 21st May 2003 17:52
Just had a look at my main program after the path .... SOB !

My camera handling ( could be the player ) has just gone up the wall

back to patch 3....

"No Gir ... thats BAD !"
Shadowfax
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Posted: 21st May 2003 20:18
Although i do have to admit it ran a at twice the framerate ...

"No Gir ... thats BAD !"
Cras
23
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Joined: 15th Oct 2002
Location: United Kingdom
Posted: 21st May 2003 20:38
i cant actually run anything... it just does nothing.... thats not good.

uk.geocities.com/maniacimagine check it out. ill soon be formally opening it.
Proteus
23
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Joined: 4th Oct 2002
Location: The Future
Posted: 21st May 2003 21:32
So, are .3ds suposed to be working??? Cause it says they would load in the readme but... They just don`t

"They" are the Illuminati
11110001111
mhack
23
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Posted: 22nd May 2003 07:33
What's up with "THERE IS NOTHING TO UPDATE"?

Why this patch doesn't want to update anything?

haggisman
23
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Location: United Kingdom
Posted: 22nd May 2003 11:05
It has updated, just not the compiler.

Specs:- 1GHZ athlon, Radeon8500, 192mb ram, winxp
Ian T
23
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Posted: 23rd May 2003 20:14
That's because you have the latest compiler update. If you want to see what's going on, look at the window title

--Mouse

Famous Fighting Furball
parisg
23
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Posted: 23rd May 2003 22:55
DID IT HAPPENED TO YOU THAT PATCH 4.1 CANNOT IMPORT OUTSIDE FILES (SPECIALLY X FILES) FROM OTHER FOLDERS TO THE PROJECT FOLDER IT DRIVES ME MAD.....

MrTAToad
23
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Posted: 24th May 2003 14:09
I've had no problems loading .X files - the only thing that does need to be fixed still is CLONE OBJECT doesn't clone textures...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
n3t3r453r
23
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Location: Russia
Posted: 24th May 2003 17:59
@Rob:

> Previously I got 6FPS with CHANGE MESH once per loop
Yes. BUT if you created the second object from mesh (on P4) the FPS would grow up to 65. That is the most interesting bug I've ever found

Thanks DBS, now DBP is ready to show tech. demo version of my MeshMatrix Editor (r) ...

I'd like to change the world, but God doesn't want to give me sources!
n3t3r453r
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Posted: 24th May 2003 18:19
Is it OK that I have only 60FPS then the simpliest program running on "Fullscreen Exclusive Mode"?
========
IP4 1.7, 128 RIMM, GeForce4 MX(), WinXP



I'd like to change the world, but God doesn't want to give me sources!
Rob K
Retired Moderator
23
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Posted: 24th May 2003 18:31
Try 16 bit colour and / or Windowed mode and tell me what you get.

Your PC specs are OK.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_102.zip
n3t3r453r
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Posted: 24th May 2003 18:46
1) 16 bits - 60-61 FPS
2) windowed fullscreen - about 512 FPS

I'd like to change the world, but God doesn't want to give me sources!
haggisman
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Posted: 24th May 2003 18:51
You probably have v-sync which limits the frame rate set on by default in your graphics cards settings...

project: light/obscurance mapper (80% done)
Rob K
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Posted: 24th May 2003 19:41
@neteraser

In which case 60FPS isn't a problem as all apps will max out at that speed, so a complex scene will run at 60FPS, a triangle will run at 60FPS.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_102.zip
n3t3r453r
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Posted: 25th May 2003 09:57
Yes, I've already understood it

I'd like to change the world, but God doesn't want to give me sources!
Joey Bob
23
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Posted: 2nd Jun 2003 01:00
Ummmmm, when I ran the update patch I got this message "This program updates the full English version of DarkBASIC Proffesional to v1.04". then it says it has nothing to do, the compiler is already updated. Is this the right patch????? I downloaded the 4.1 patch, but it says it's v1.04.
Nilrem
23
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Location: United Kingdom
Posted: 2nd Jun 2003 01:22
I had that, just figured they typed it the wrong way round.. 1.04 - 4.01 or 4.10 or whatever it actually is.

I hear and I forget. I see and I remember. I do and I understand.
Joey Bob
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Posted: 2nd Jun 2003 01:48 Edited at: 2nd Jun 2003 01:57
OK, I was confused. I thought it downloaded a wrong patch, lol.
Richard Davey
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Posted: 2nd Jun 2003 03:01
1.04 is correct - read my post on the first page of this thread (4th from the bottom or something) re: the compiler message.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
APEXnow
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Posted: 10th Jun 2003 14:05
This is just a note but I read an entry above to do with failure on loading .X models. I've found that DBPro will fail on any model that has a polygon containing more than three vertices. In otherwords. For successful loading of .X models, ensure that all faces of models have been triangulated. It cought me out on one of my constructed models of the Stargate where some of the outer rim faces were made up of four vertice polys. It failed to load properly. After triangulating all faces, it worked perfectly.

APEXnow.

"Man who looses key to woman's appartment...... He get no nookie" - A wise chinese man.

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