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DarkBASIC Professional Discussion / Any news on realease date patch 5.0?

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ICERGB
23
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Joined: 8th Nov 2002
Location: Canada
Posted: 28th Jun 2003 00:54
I was wondering if DBDNers have the released patch for 5 yet?

Lee keeps mentioning it
Shadow Robert
23
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Location: Hertfordshire, England
Posted: 28th Jun 2003 00:58
i dunno. but he best hurry up if my shaders work in that but not in p4 ... sides we've gotta call it an update now

I pride myself that i don't kill...
well not without a good reason
IanM
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Posted: 28th Jun 2003 01:00
Update 5 has not been released yet. Please don't start asking when - you'll know when we know.
ICERGB
23
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Location: Canada
Posted: 29th Jun 2003 11:12
As a member of DBDN you will know and let us know right away?

How about if I should wait for the "instance object" command. Or I can move over to it rather quickly...

MrTAToad
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Posted: 29th Jun 2003 12:52
In my communiqués with Lee, he mentions end of July...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
IanM
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Posted: 29th Jun 2003 15:11
That is not a firm date - please don't take it as anything but a guess-timate at this point - enything could happen in the next few weeks.

When it does get released to DBDN, the news will probably leak out anyway, but I think that the intention is for a nice long beta period, so don't hold your breath
AtomR
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Location: Portugal
Posted: 29th Jun 2003 16:25
We're not going to have to pay for this "update", will we?

Take care
AtomR
Rob K
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Posted: 29th Jun 2003 16:36
No

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_103.zip
MrTAToad
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Posted: 29th Jun 2003 16:41
As I said previously, I said it would be released 'around' that time.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
IanM
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Posted: 29th Jun 2003 17:38 Edited at: 29th Jun 2003 17:38
Yes mate, but there are those that have read that sort of post before and taken it as a promised release date, and all those wingey annoying posts about 'late' releases and broken promises really get on my t*ts
MrTAToad
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Posted: 29th Jun 2003 17:56
It'll get worse, dont you worry...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Easily Confused
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Location: U.K. Earth. (turn right at Venus)
Posted: 29th Jun 2003 18:29
There is a saying, "patience has it's own reward", but I've noticed there are some around here who apparently don't get rewarded that often

Lee e-mailed me saying the array commands (Array Delete Element and Array Insert At Element in particular) have fixed for Patch 5, and he said it was on for end of July, but if it's anything like the release of Patch 4, you're more likely to have to wait another month on top of that.

Programming anything is an art, and you can't rush art.
Unless your name is Bob Ross, then you can do it in thirty minutes.
MrTAToad
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Location: United Kingdom
Posted: 29th Jun 2003 19:01
As long as there is lots of testing, I wont mind...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Rob K
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Posted: 29th Jun 2003 19:35
Personally I'd rather a stable P5, that a rushed, buggy one. End of July is IMO a realistic release date, as Lee has added and tested all of the new features (with a few refining tweaks still to go), and has fixed many of the bugs due to be dealt with for P5 release. There are quite a few nice new extras in P5, I think it will be worth the wait. Principally:

> Proper Alpha Control
> Low-level Vertex Access
> CSG commands
> Node-tree engine (At least I "think" that they will leave it in P5)

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_103.zip
Shadow Robert
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Posted: 29th Jun 2003 20:17
i hope this patch actually includes the DBO stuff we were promised last patch ... mike told me to wait for it because it was gonna be in it - then nothing showed.

normally i'm cool about what comes with the patchs/updates, but that really pissed me off

I pride myself that i don't kill... well not without a good reason
Duffer
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Posted: 30th Jun 2003 01:28
for the terminally dumb among us what are CSG commands???
spooky
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Location: United Kingdom
Posted: 30th Jun 2003 01:53
CSG stands for Constructive Solid Geometry. It is a way of making new 3d objects by combining others using boolean operations.

There are various commands like union, intersection, difference, e.t.c.

Do a search on google and all will be explained.

It is an easy way of making complex shapes from primitives. Sounds good to me.

see this link: http://www.wikipedia.org/wiki/Constructive_Solid_Geometry

Don't do drugs kids. There is a time and place for everything. It's called college.
Shadow Robert
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Posted: 30th Jun 2003 01:59
it doesn't work quite on the boolean scale, more similar to the BSP Tree - uses a Node and Vis to alter the appearance to conform to another object, whereas Booleans calculate each point - CSG only really works with cubes and simple geometric objects because the node tree can't handle anything too great

I pride myself that i don't kill... well not without a good reason
spooky
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Posted: 30th Jun 2003 02:04 Edited at: 30th Jun 2003 02:05
Damn! So will U5 do something like following shape made from merging a cube and a sphere and 'taking away' a couple of cylinders.



Then again, I suppose nobody knows yet! Have to wait and see....

Don't do drugs kids. There is a time and place for everything. It's called college.
Kevin Picone
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Posted: 30th Jun 2003 02:11
Sonic:

Yes, there was a CSG demo on DBDN a while back that seems to handle just about anything you throw at it. Ya get a pretty fat poly count though.

l8r,
Kevin Picone
[url]www.underwaredesign.com[/url]
Shadow Robert
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Posted: 30th Jun 2003 03:14
it would be possible... but i wouldn't recommend it - as CSG isn't as optimised as Boolean Operations, even the simplest of operations end up with large polygon counts and the more counts the longer it takes to recalc the new nodes and can end up just as expensive as doing a boolean operation in the first place.

if you want to do that sort of operation then i'd suggest you do it in a modeling package and not in a realtime games - but with it would probably liken the changes of destoryable geometry (something which BSP in DBP lacks right now) ... i wouldn't mind seeing some actual builtin BSP entity functions, as there are alot of things in the format which you never really though about the control of until they're taken away from ya.

I pride myself that i don't kill... well not without a good reason

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