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DarkBASIC Professional Discussion / DBPro Upgrade 7.1 Beta Test

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LeeBamber
TGC Lead Developer
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Location: England
Posted: 20th Oct 2008 02:31 Edited at: 12th Dec 2008 19:01
Right off the back of U70 official update, we plunge into the beta test for U71 and the features we added during the TGC Convention 2008. Find the links to the beta(s) below and change notes:

http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_1_beta1.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_1_beta2.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_1_beta3.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_1_beta4.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_1_beta5.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_1_beta6.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_1_beta7.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_1_beta8.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_1_beta9.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_1_beta10.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_1_beta11.zip
http://files.thegamecreators.com/darkbasicprofessional/upgrade/dbpro_upgrade_7_1_beta12.zip

NOTE: With BETA7 we have updated to NSIS 2.4 as there was an issue with manually entering a directory if you have a Japanese or similar OS installed as your primary language. Please report any issues you might have with entering a directory manually on a non-English operating system. Thankyou.

Upgrade 7.1
===========

TGC CONVENTION 2008 Credits
---------------------------

* Thanks to IANM for his suggestion to add USER TYPE DATA into the EXECUTABLE,
adding Scientific Notation and the GET ARRAY TYPE and GET TYPE PATTERN commands
* Thanks to GREENGANDALF for his suggestion of LOAD IMAGE for volume textures
and fixing the MAKE SOUND FROM MEMBLOCK so many more 'larger' WAVs can be used
* Thanks to SCRAGGLE for his ideas resulting in MEMBLOCKS being added to DBOs
* Thanks to DIGGORY for his help in developing a new external debugger, and the
arm-twisting that allowed any DBPro application to expose its internal pointers
* And thanks to everyone else who combined their ideas into a great DBPro push!

Help
----

* Added extra info for LOAD IMAGE and SAVE IMAGE
* Added help pages for ADD MEMBLOCK TO OBJECT, GET MEMBLOCK FROM OBJECT, DELETE MEMBLOCK FROM OBJECT (only adds a memblock to the object, does not represent the object!)
* Added DBO to the file formats supported in the LOAD OBJECT help page
* Added help page for GET TYPE PATTERN$() and GET ARRAY TYPE()
* Added extra information to SET OBJECT FRAME command page
* updated GLOBSTRUCT and DBO files in Technical Documents folder
* Added update to FASTSYNC command help
* Added command help for post process shading in CORE and DISPLAY
* 241 instances of Arbitarychanged to Arbitrary in GameFX help
* SEPARATETEXTUREMEMORIES AVAILABLE corrected in command and help system
* INCLUDE and CONSTANT in CORE subcategory help menu links to help page now (#=%23)
* Above fix also applied to generation of the new KEYWORDS file after each rebuild
* Fixed EXAMPLE in BREAK command
* Updated KEYSTATE help page with user contributed example (thanks pcRaider)
* Added GameFX commands to the INDEX in the main help system
* Corrected help system to correctly choose MAKE OBJECT PLANE for KEYWORDS
* Updated OFFSETLIMB command with description of bounds and a new example
* SET OBJECT TO OBJECT ORIENTATION help page improved with flag and example
* Added more description and new example for SET LIGHT MAPPING ON command
* Added help for the ignore mode in MAKE MESH FROM OBJECT
* Added help for new values 2 and 3 for SET GLOBAL OBJECT CREATION and DELETE OBJECTS
* Updated the help to SET MUSIC VOLUME to reflect true maximum volume of 100
* Updated help for LOAD SOUND and LOAD3DSOUND
* Updated PRINCIPALS section on BOOLEAN OPERATORS
* OPEN TO READ updated
* LOAD IMAGE, SCALE LIMB TEXTURE and SCALE OBJECT TEXTURE help page updated
* SCROLL LIMB TEXTURE and SCROLL OBJECT TEXTURE help page updated
* Added ZWRITE and ZREAD to BASIC3D sub category of commands
* SET DIR and CD help pages updated
* Updated the SET SCREEN EFFECT and TEXTURE SCREEN commands
* Added new SNIPPET example showing how to use XBOX 360 controller input device
* Added help for SET DISPLAY MODE to include VSYNC, ANTIALIAS and MULTIMONITOR
* Reduced description in SCALE SPRITE command so second parameter is not clipped
* Removed ALWAYS ACTIVE ON/OFF from Help Index, these are obsolete commands
* Updated help generator to correct CONSTANT and INCLUDE help links
* Removed APPEND OBJECT ANIMATION from help index
* Updated AUTOMATIC OBJECT COLLISIOn with additional info on sliding collision mode
* Updated ATAN to reflect ARCTANGENT in description and correct range
* Updated SET CAMERA FOV to correct default description of 61.9621391296
* Updated the SET OBJECT SPEED command with more accurate info on speed value
* Added array name description for core array commands and updated some examples
* Added extra help in principals for Power symbol and integer/real division
* Added extra example for LOCAL and GLOBAL variable declarations
* Updated getting started to offer dual help for the old(default) and new(DGS) interfaces
* Added additional new commands to the INDEX page
* Added more example and help to FTP CONNECT page

Compiler and EXE
----------------

* Added support for Scientific Notation as literal (i.e. 1.0E + 38 or 1E20, etc)
* Compiler now exports internal type structure pattern data (obtain via GET TYPE PATTERN$)
* If application executable does not use Basic3D, then do not check for DirectX (GDI)
* Core can obtain DirectX version with GET DX VERSION$() even in GDI mode (no Basic3D)
* Added new support for external debuggers using a MUTEX just before code executed
* Above code creates a mutex and filemap called Appname.exe(Mutex) & Appname.exe(FileMap) [case sensitive], using "debugme" in filemap to pause app
* New GLOBSTRUCT edited to support above (no data structure changes, just a rename)
* Removed FILL X with X from DBM export to aid in creation of external debugger
* Usurped use of the EXEPATH string in GLOBSTRUCT to carry extra runtime error info
* Above will produce a new single error message box containing 'any' extra error text
* Fixed bug caused by removing FillX in DBM (restored ability to calculate local variable offsets)
* Fixed line number issue in DBM to help external debuggers trace correct progress
* A single GameFX command in an empty program no longer crashes the compiler
* Added DLL support for new as yet unreleased product, GreenEAR, to be announced shortly
* Fixed string corruption leak caused by new datatype pattern string system
* Fixed bug causing left side operand not casting if array type (i.e. INT * FLOAT = INT bug)
* Forced safety code for subsciptless array calls ( i.e. A() ) to avoid crash when safe arrays off

Core
----

* New command called pattern$=GET TYPE PATTERN$(typename$,index) to get type format
* New command called GET ARRAY TYPE to return internal type index of the array
* Fixed bug causing array delete element to leak memory if string in user type used
* Modified application executable so window does not minimise before closing window
* Set CHANGE MOUSE to value of 32 will cease to use SetCursor in WM_MOUSEMOVE
* Added DRAW TO CAMERA and DRAW TO SCREEN to support quicker post process shaders
* Removed assumption that Basic3D is loaded in for post process quad rendering

Display
-------

* Added TEXTURE SCREEN and SET SCREEN EFFECT to support quicker post process shaders
* Removed some hack code from DarkGDK merging causing Vista users to get Multisamping X2 no matter what

Image
-----

* Added support in LOAD IMAGE for mode 3 which now loads a volume texture
* Fixed bug in GET IMAGE mode 3 which used color-key when it should not have

Memblock
--------

* Fixed bug that caused SOUND FROM MEMBLOCK to cast DWORD data to WORD (sound crash)

Basic3D
-------

* Special case allowance for instances to cast shadows if shader flag set to one
* New commands added; ADD MEMBLOCK TO OBJECT, GET MEMBLOCK FROM OBJECT, DELETE MEMBLOCK FROM OBJECT (only adds a memblock to the object, does not represent the object!)
* Fixed bug causing any reflection views to be overridden by code in UpdateInitOnce
* Added new mode 3 to SET OBJECT FRAME to cause bounds to recreate without frame zero shift
* If SET REFLECTION SHADING ON command used, all frustrum culling is disabled
* Added error information to a mesh load failure (includes ID and filename)
* Objects excluded cause the object render order to refresh (keeps 3D up to date)
* SET OBJECT TO OBJECT ORIENTATION has also been fixed no longer crashes if flag used
* Removed EXCLUDE code from TEXTURE SORT code (to regain SYNC speed from U69)
* Added two new parameter values to SET GLOBAL OBJECT CREATION (2 and 3) with help
* LOAD OBJECT can now detect model texture files in absolute paths, relative within model file
* Fixed bug causing trianglelist meshes and trianglestrip meshes not to combine in one object

Sound
-----

* Fixed bug causing sound to crash if try to delete an unloaded OGG during the load
* Added new parameter to LOAD SOUND and LOAD3DSOUND for Global Sound Flag
* String table updated to hold new Global Sound Flag parameter for command

Animation
---------

* Fixed bug introduced when GDK code copied over to DBP source code (IFDEF WINKLE)

gameFX
------

* Improved ADD LOD TO OBJECT slightly to introduce automated alpha blending

And lo, after much toil, he placed his keyboard on the ground and lo, he saw that it was good. Then his PC crashed, and lo, he saw that is wasn't good enough!
LeeBamber
TGC Lead Developer
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Posted: 20th Oct 2008 02:55
In addition to the leftovers from U70 and the features above, there are a few more convention features we are going to look closer at during this beta. Although we cannot reveal too much until they are in, they include a new hook in the executable for third party debuggers, a way to return the structure used by an array and a number small welcome fixes. If you notice any functional shifts since the last few updates, report them here in enough detail that I can reproduce them. Thanks and enjoy the beta.

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Rampage
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Posted: 20th Oct 2008 06:53
Wicked Lee. Really looking forward to it

[url=][/url][href]http://www.rampagemod.webs.com[\href]
BlobVanDam
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Posted: 20th Oct 2008 07:30
Sounds like things are moving along quite nicely
Can we suggest our own ideas for commands anywhere? Not that I can think of any right now, but just wondering if we can
wh1sp3r
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Posted: 20th Oct 2008 10:08 Edited at: 20th Oct 2008 15:32
Ah, new upgrade Will be Dark Physics updated too ? I wish, character controler had reprogrammed there are some issues with it.

Lee, what do you think, Its possible ? I think, this needs lots of people here.


PS: Real programmers aren't afraid of math!.
George_W
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Posted: 20th Oct 2008 14:19
Kool =]

If you want something, You'll find a way; If you don't, you'll find an excuse.

Education is a comitment.
LeeBamber
TGC Lead Developer
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Location: England
Posted: 20th Oct 2008 19:49
This thread should be restricted to issues with U71 so we can cleanly step through all the issues in the core language. There is a DarkPHYSICS update planned as soon as we finish off an internal development being worked on. No new features are being entertained beyond those proposed at the con for the moment as I think we all agree stability and bug fixing are paramount.

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 20th Oct 2008 20:05 Edited at: 20th Oct 2008 20:06
This is very welcome. Thanks Lee.

1. My first attempt at loading and using a volume texture within DBP worked first time ( ).
2. The long-standing sound/memblock bug seems to be fixed.
3. The Help files look much better.

Some questions/comments:

(i) The Upgrade notes say

Quote: " * Added DBO to the file formats supported in the LOAD OBJECT help page"


That doesn't appear to be true.

(ii) The present LOAD OBJECT Help entry says, among other things:

Quote: "Load Mode:
0-DBV1 legacy behaviour
1-DBPro : out of the box new pro standard
2-Leave states alone to keep material/diffuse effects
3-Leave states alone to keep material/texture effects
4-Ensure object blends texture and diffuse at stage zero
5-Leave states alone to keep multi-material effects
"


This could be more explicit. What on earth does "out of the box new pro standard" mean, for example? Sounds a bit too close to "out of its pram" to me.

(iii) At the convention we discussed the possibility of adding functionality to be able to construct and save cube and volume textures. Are they going to be implemented? It would be very handy if they were.

(iv) I see MAKE OBJECT PLANE has been gratifyingly introduced to correct a long-standing typo. Any chance of doing the same with SEPERATETEXTUREMEMORIES AVAILABLE()?

Otherwise its looking very good.
Alfa x
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Posted: 20th Oct 2008 20:58
Quote: "This thread should be restricted to issues with U71 so we can cleanly step through all the issues in the core language. There is a DarkPHYSICS update planned as soon as we finish off an internal development being worked on. No new features are being entertained beyond those proposed at the con for the moment as I think we all agree stability and bug fixing are paramount."


I wonder if you can implement the pass of arrays and vectors by reference to a function. I know it isn't a bug fix, but is an important feature in this type of languages, because it allows more control over the code, to implement things that aren't possible other way and to be more modular.
EdzUp
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Posted: 20th Oct 2008 22:51
Cool stuff

-EdzUp
wh1sp3r
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Posted: 20th Oct 2008 22:56
If I remember,I had problems with SET OBJECT NORMALS, my object disappear (terrain from TED), and nobody know, why. I'll try find it.

Did you have someone problem with it too ?


PS: Real programmers aren't afraid of math!.
General Reed
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Posted: 21st Oct 2008 00:35
This is good news indeed. Especialy the dark physics update. Is there any info as to when this will be released?
Also, will gdk be updated to 7.0/7.1 anytime soon?

Cheers

-General Reed

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

Freddix
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Posted: 21st Oct 2008 00:36
@Lee : With the internal changes, will the *GlobStruct change ?

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
LeeBamber
TGC Lead Developer
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Posted: 21st Oct 2008 19:51
BETA3 uploaded. The globstruct has not changed as yet, and should not change for U71 unless a key request comes in. No release schedule for DarkPHYSICS at this time but probably in the next month. Performance will differ from version to version, and should be anticipated. If you can produce a side by side test with source code and say run on U67 and U71 and show clear slowdown I can help, otherwise minor differences cannot be dealt with easily. No plans to add features to U71, just things decided at the TGC CON and maybe some minor items. Passing in by reference is a major item and would only happen in a more significant update. Thanks all for continued testing, keep em coming!

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
wh1sp3r
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Posted: 21st Oct 2008 20:15 Edited at: 22nd Oct 2008 00:04
Quote: " No release schedule for DarkPHYSICS at this time but probably in the next month."


Next month ? I hope, that's true

and, Lee, what about Dark GDK ? will be updated too ?


PS: Real programmers aren't afraid of math!.
BatVink
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Posted: 22nd Oct 2008 00:41
Quote: "and, Lee, what about Dark GDK ? will be updated too ?"


I'm not 100% sure, but you might find that information in Lee's Convention presentation video, it would certainly discussed at the con.

SJH
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Posted: 22nd Oct 2008 00:55 Edited at: 30th Nov 2008 01:40
Cool, I've been waiting for an upgrade. Too bad it's a beta test right now
General Reed
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Posted: 22nd Oct 2008 03:53
SJH, dont multi post, you will get noob slapped

Press start, and just type "activate". The dbpro activate from cd should appear then.

-General Reed

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

pcRaider
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Posted: 22nd Oct 2008 06:00 Edited at: 22nd Oct 2008 06:01
About help file
A revision of MAKE OBJECT PLANE
I attach it
-
LOAD SOUND Filename,Sound Number,Flag,Silent Fail
Explanation of Silent Fail

A question
Is XYZ of STATIC UNIVERSE only a positive value? (X>0)

Guyra
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Posted: 22nd Oct 2008 16:10
Whoa, TGC is on a roll with DBPro! Keep it up!
Phjon
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Posted: 22nd Oct 2008 16:20
Lee,

I'm probably just being pedantic, but in your first post, you've written 'Diggsey' as 'Diggory'.
BatVink
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Posted: 22nd Oct 2008 17:05
Quote: "I'm probably just being pedantic, but in your first post, you've written 'Diggsey' as 'Diggory'. "


That's his name

pcRaider
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Posted: 22nd Oct 2008 17:08 Edited at: 22nd Oct 2008 17:09
@ WindowsKiller
Thank you.
I understood it.
-
It is to become a reading error of the mp3 media that I am troubled.
And a CD drive.
Ha-ha
Phjon
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Posted: 22nd Oct 2008 17:20
BatVink,

Ah, I see. I thought that he might have mistyped his forum name, as all of the other people mentioned are stated as their forum names, that's why I mentioned it.

Thanks for the reply.
pdq
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Posted: 23rd Oct 2008 03:25
Is the CLIPPING issue with shaders going to be fixed?
pcRaider
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Posted: 23rd Oct 2008 06:29
About help file
MAIN/PRINCIPLES
This prose is a copy from DBC.
"Boolean Operators" is a mistake.
You must explain it more a lot.
NOT 0 = 1
NOT 1 = 0
This does not work.
You must explain that "BOOLEAN OPERATORS" is "BITWISE".
Many people are confused.
-
I think that I should add an example in "PRINCIPLES".
In this way

-
And there is not explanation of "GLOBAL/LOCAL".
-
Your small explanation,
It saves the time when many people are enormous.
Mistrel
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Posted: 23rd Oct 2008 22:26 Edited at: 24th Oct 2008 12:23
I would like to see negative IDs for objects and other ID types supported for DLL authors. This way we can create dynamic content without interfering with user IDs.

An internal function for setting data in a Matrix4 by ID would be very useful. There is no safe way to do this.

Or even better, functions that return a pointer to all of the Vertor2/3/4 and Matrix4 structures by passing an ID. This would make it a lot easier to read vector and matrix data instead of having to call GetVector2/3/4 and GetMatrix every time the user wants to know the value of a particular element.

MAKE OBJECT FROM MEMBLOCK and MAKE MEMBLOCK FROM OBJECT would be very useful as well. Or an internal function for loading objects by passing a pointer to a .x/dbo in memory.

Freddix
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Posted: 24th Oct 2008 12:23
I follow MISTREL on his request :
MAKE OBJECT FROM MEMBLOCK and MAKE MEMBLOCK FROM OBJECT would be very useful as well. Or an internal function for loading objects by passing a pointer to a .x/dbo in memory.

Really useful idea !!!

Gandalf said: "All we have to decide is what to do with the time that is given to us"
Odyssey-Creators - X-Quad Editor - 3DMapEditor
wh1sp3r
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Posted: 24th Oct 2008 13:30
What about commands like MAKE OBJECT FROM FILE IN MEMBLOCK?

function: you can load data from .X file into memblock (for example, 4KB every frame), after that, you can MAKE OBJECT FROM FILE IN MEMBLOCK. So, you can do other things, while object is loading.

PS: Real programmers aren't afraid of math!.

AMD 64x 3500+, 6GB RAM, GeForce 8800 GTS 320MB, HD 500GB, X-fi xtreme audio
pcRaider
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Posted: 24th Oct 2008 15:43
FastSync does not recognize SyncRate.
Yes, I do not know whether it is necessary.


wh1sp3r
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Posted: 24th Oct 2008 15:50
pcRaider: I think Its ok, fastsync have to ignore syncrate, because, Its fast

PS: Real programmers aren't afraid of math!.

AMD 64x 3500+, 6GB RAM, GeForce 8800 GTS 320MB, HD 500GB, X-fi xtreme audio
pcRaider
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Posted: 24th Oct 2008 15:53
However, it works in 66b.
Weave
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Posted: 24th Oct 2008 18:12
Has something gone wrong with the exclude command in 7 1 beta and 7 for that matter...proximity objects with their locations and object numbers in arrays no longer show and hide correctly in a radius from my character, yet some do, strangely only at midnight in my day/night cycle, which is only marked by an object of higher number having its texture changed.....even then they are in error with objects missing...everything was fine in 6.8.

Update 7 has fixed the disappearing object syndrome nicely, but still didnt load my .x with a working light map...character shadow comes out not at feet as if 90deg rotated and no light shading on the character with regards ambient/local lights, ie cell shaded...was hopefull that it may address this with the push for Truespace 7.6 compatibility.
BatVink
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Posted: 24th Oct 2008 18:54
Quote: "Quote: "* Fixed bug causing array delete element to leak memory if string in user type used"

That fix broke something. I have a UDT array in my game with 4 indices, one of the UDT fields is a string for the player's name. I'm not even resizing the array or do other weird stuff with it, but still the name now always comes out empty.
"


It works OK for me. I found this bug in a stress test, where I loaded all the display mode names into a UDT and cleared it 50,000 times. The stress test now works OK, and all the display names are in tact.

Mistrel
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Posted: 24th Oct 2008 21:29
Quote: "Has something gone wrong with the exclude command in 7 1 beta and 7 for that matter...proximity objects with their locations and object numbers in arrays no longer show and hide correctly in a radius from my character, yet some do, strangely only at midnight in my day/night cycle, which is only marked by an object of higher number having its texture changed.....even then they are in error with objects missing...everything was fine in 6.8.

Update 7 has fixed the disappearing object syndrome nicely, but still didnt load my .x with a working light map...character shadow comes out not at feet as if 90deg rotated and no light shading on the character with regards ambient/local lights, ie cell shaded...was hopefull that it may address this with the push for Truespace 7.6 compatibility."


Please post an example for Lee.

Weave
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Posted: 25th Oct 2008 04:46
The text shows the array/variable setup then loading from a .book file and instancing and cloning of the tree and a collision sphere then the basis of the exlusion routine, using the exclude object on/off command, which shows trees and plants within 700m. Hope this makes a decent example as the whole program is quite large.



Photo1:the trees and foliage as in update 6.8 which disappear when out of a certain range of the player

Photo2:the effect of 7.0 (I avoided 6.9 as it had visibility problems of objects)

Photo3:at zero in my day night cycle it mysteriously shows objects within my 700m radius, then allows those to be exluded and not, yet other trees are not visible but the player can collide with them..notice the hidden collision objects are showing in random cases

Photo4:a character (412k) with a working shadow and luminance map

Photo5:the same character exported directly from truespace 7.6 (129k) with shadow in wrong place and it has no directionality to the lightsources and rotates in place there infront of the character

[img]null[/img]
LeeBamber
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Posted: 25th Oct 2008 06:51
Hi Guys,

No feature requests please for U71, just things that are clearly bugs caused by U70 and issues that REALLY need to be sorted, and of course help system errors and comments. As you guys know, adding too many features too quickly just creates more instability, requiring more testing and delaying releases. Best we focus on what we have, and ensuring that what we have works great Also, if you find an issue, I really need source code, and not just source code, but a very small piece of source code that easily and quickly reveals the bug to me right away so I can fix it right away. You would not believe the amount of time I can waste trying to reproduce a bug, that turns out to be a typo in someones code Screenshots of what you see and what you expect to see are also useful. I know I have stated these requirements about fifty thousand times, but I don't mind repeating myself as you guys are really helping me out bashing DBPro into a better shape and I appreciate the time you are taking to report back! I will get stuck into your feedback thus far next week, and I should have another BETA for you sometime after that. I am currently looking at refinements to the external debugging feature, which I think you will definately appreciate once we have it up and running!

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
pcRaider
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Posted: 25th Oct 2008 07:59
Help file
All of gamefx
Is words "Arbitary" a spelling error?
Arbitary
Arbitrary
Do you mean Arbitrary?
pcRaider
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Posted: 25th Oct 2008 08:09 Edited at: 25th Oct 2008 08:10
Quote: "(iv) I see MAKE OBJECT PLANE has been gratifyingly introduced to correct a long-standing typo. Any chance of doing the same with SEPERATETEXTUREMEMORIES AVAILABLE()?"


I agree to Green Gandalf.

SEPERATETEXTUREMEMORIES AVAILABLE() ?
SEPARATETEXTUREMEMORIES AVAILABLE() !
Phjon
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Posted: 25th Oct 2008 15:11
I have uncovered a program bug that is present in DBPro version 7.1 beta 4, but not in DBPro version 6.8.

Problem 1: Excluding/Including objects

Problem type: Program bug

Details: Compile and run the following code:



You should find that in version 6.8, all the cubes that were behind the camera become visible when one turns the camera. However, in version 7.1 beta 4, those cubes that were behind the camera do not become visible as one turns the camera.

Problem 2: #Include and #Constant help files not linked to the core commands page.

Problem type: Helpfile bug

Details: I am not sure if this bug has been reported before or has been fixed elsewhere, but when one clicks on the #Include and #Constant links in the Core Commands page, nothing occurs.
HowDo
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Posted: 25th Oct 2008 15:37
Phjon

I cannot even get your code to complie, comes back with dbprocore.dll not found.

Dark Physics makes any hot drink go cold.
Phjon
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Posted: 25th Oct 2008 15:48
HowDo,

Can you be any more specific with the error?
What IDE are you using?
What versions of DBPro have you tried this code with?
HowDo
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Posted: 25th Oct 2008 15:55
I have tried it both synergy and DBPro ide using 7.0 beta 9, synergy say it comples ok, but when it goes off to display it, it drops out with the above error.

Dark Physics makes any hot drink go cold.
James H
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Posted: 25th Oct 2008 16:07
Exclude object bug:
Have just compiled under 6.8 and 7.1beta4 and I get the results that Phjon mentions. Using standard IDE on Vista Premium. I have come across the same issue in a larger project which I sent to Lee but as he stated in his post it is too big for him to go bug hunting with - hopefully the code provided by Phjon will be sufficient. Saves me some time aswell.
HowDo - I think the error you get is a seperate issue, I`ve read other posts on the forum relating to this, not sure where though.
Phjon
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Posted: 25th Oct 2008 16:12 Edited at: 25th Oct 2008 16:14
HowDo,

I'm rather stuck as to why this could have come up, as it's a very basic code snippet. I don't have the Synergy editor or DBPro version 7.0 beta 9, so I cannot confirm your findings directly.

I have the DBPro IDE and Codesurge, but Codesurge won't run my code because of a conflict between IanM's Matrix1Utils Plugin 29 and the new DBPro core.dll. I haven't used any of IanM's plugins in my code snippet however.

Nonetheless I have a few suggestions and questions:

1. Did you manage to run the code in the DBPro IDE? This is the editor that I wrote the code in. It may flag up a plugin error, but the code will still run.

2. If you have it, try removing IanM's plugin 29 from the plugins folder and try running the code again.

3. Try running the code in DBPro versions 7.1 beta 4 and 6.8 and see if they run.

If none of those work, then I'm out of ideas for the moment!

P.S. I'm currently working to pin down a nasty heisenslug which has appeared in version 7.1 beta 4 and then track down another slug of unknown type. I'll post up some code if I have any luck in pinning these down.
pcRaider
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Posted: 25th Oct 2008 16:12
@Phjon
Confirmed
U71b4 and U66b
HowDo
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Posted: 25th Oct 2008 16:12
James H, yep you'er right something need the repair button, above runs now.

Dark Physics makes any hot drink go cold.
Phjon
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Posted: 25th Oct 2008 16:17
pcRaider and James H,

Thanks for your confirmations on the code.

HowDo,

I see that you've managed to get my code running; that's good.

Has anyone managed to confirm my helpfile bug?
HowDo
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Posted: 25th Oct 2008 16:29 Edited at: 25th Oct 2008 17:09
I cut down the number of object and added text to say if it shows or not.
Is this how you think it works.



edit
change code to display No show, show.

Dark Physics makes any hot drink go cold.
Phjon
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Posted: 25th Oct 2008 16:51 Edited at: 25th Oct 2008 16:59
HowDo,

Have a look at this:



This is a commented version of the problem area of my code snippet.

In the first loop of the main loop, the code will exclude any cube that is not visible in the camera viewport. This is fine.

As you sweep the camera around (to the right for example), any excluded objects should be de-excluded as they become visible in the camera viewport. This is not happening in version 7.1 beta 4.

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