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DarkBASIC Professional Discussion / DBPro Upgrade 7.1 Beta Test

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wh1sp3r
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Posted: 6th Nov 2008 19:52
BatVink: I think so

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

AMD 64x 3500+, 6GB RAM, GeForce 8800 GTS 320MB, HD 500GB, X-fi xtreme audio, Internet 10/1 Mbit
Mistrel
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Posted: 6th Nov 2008 20:10
EXCLUDE OBJECT OFF is broken in 7.1b4. I'm referencing this here because I consider it to be a pretty big bug:

http://forum.thegamecreators.com/?m=forum_view&t=139485&b=15

Green Gandalf
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Posted: 6th Nov 2008 21:28 Edited at: 6th Nov 2008 22:12
Quote: "EXCLUDE OBJECT OFF is broken in 7.1b4. I'm referencing this here because I consider it to be a pretty big bug:"


Is it a bug? All you've shown is that the camera can't see the object. Is the camera inside the object perhaps? Where is the camera placed when there are no objects in the scene??

Edit Sorry - should have checked before posting. Doesn't matter where you put the camera.
James H
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Posted: 6th Nov 2008 21:56
Hi Green Gandalf - I realise the question is aimed at Mistrel, but I`m not so sure I follow your meaning here. If autocam off is not used, should the cameras position not be the same when objects are excluded? ie there should be no update of the cameras position when using the exclude command wether autocam is on or off, just the objects relevance to the scene to be updated.
Green Gandalf
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Posted: 6th Nov 2008 22:23
Quote: "but I`m not so sure I follow your meaning here"


I shouldn't worry about it.

My point (which doesn't apply as it happens) referred to the initial position of the camera. When is that set? When an object is created or when the scene is rendered? In Mistrel's original code the object was excluded when the scene was first rendered so the camera might have been placed in an unsuitable default position. With autocam on the camera's initial position depends on the positioning of objects in the scene. Either way it seems that the bug is present as Mistrel says. But why is it a "big" bug? I always insert an extra sync before doing anything so I probably wouldn't have noticed.
Phjon
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Posted: 6th Nov 2008 22:54 Edited at: 6th Nov 2008 22:56
Green Gandalf,

I have posted a similar problem with the exclude object commands earlier on in this thread about two weeks ago. The bug was confirmed by a number of people. You might want to have a look at that version of it as well.
James H
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Posted: 6th Nov 2008 23:11
Ah, I see, thanks. I also consider it a bug, in fact I think its very important it gets fixed if it is a bug. Here is why, using the following code;


I rem in/out the relevant commands and get the following results(IIRC your graphics card is an FX5200 or similar, so you may wish to alter the number of objects created to a lesser value than 1000)
Following values are farmes per second;
50-60 - hidden only
60-70 - masked only
170-180 - excluded only
100-120 - masked and hidden only
160-180 - masked and excluded only
160-180 - hidden and excluded only
160-180 - masked and excluded and hidden
As you can see the best frame rates occur whenever exclusion is used. Then I realised that I could change the object mask to %00, which gives 175-180 fps so I thought perhaps there was no need for it to be fixed, but then I thought a bug is a bug, so it should be fixed or made obsolete. I [refer fixed. I think this can be put down to what the coder requires for specific coding methods. For example with a scene that uses multiple cameras for dynamic textures for shaders I would prefer to set the object mask once at object creation, then use the exclude commands for showing and hiding offscreen objects to save keeping a record of which cameras the object should be visible to. By hiding at the time of excluding I gain the use of object visible command to compare which objects might not need updating in the next frame. All helps with narrowing down resources. Hope that wasn`t all to long winded.
Cheers James
Mistrel
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Posted: 7th Nov 2008 09:13
Quote: "Either way it seems that the bug is present as Mistrel says. But why is it a "big" bug? I always insert an extra sync before doing anything so I probably wouldn't have noticed."


Green Gandalf, I don't think you're understanding the bug. If you don't have that extra sync in there you literally can't un-exclude the object.

Green Gandalf
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Posted: 7th Nov 2008 12:45
Quote: "Green Gandalf, I don't think you're understanding the bug."


You're right.

This is an odd bug indeed and I take it all back.

The following works as expected:



as do the following two variations:



and



But the following doesn't as you pointed out:



And, as you say, that IS a big bug because that is exactly the sort of sequence you might want to use when you are dynamically creating objects which are not going to be shown immediately.
Mistrel
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Posted: 7th Nov 2008 18:03
Or, in the case of PureGDK, where objects may be loaded in a separate thread.

LeeBamber
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Posted: 10th Nov 2008 23:27
New beta5 uploaded. None of the issues reported in the last week or two have been tended, this update is a direct response to merging the latest DarkGDK source code to make a unified code base. It may create some turmoil in both camps for a few minor versions before things settle. I suggest you avoid this beta if you are in any sort of critical project. This beta does have a few nice features such as four new commands to help with more elegant post process shader effects.

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Towfieee
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Posted: 12th Nov 2008 03:40
The only thing I am hoping for, to see DBX10 compatible with xna or c# so we can use it withen xbox360 somehow. Times are changing as you know and from what I am seeing most people are heading toward the consoles.

Again I thank the TGC team for making me fall in love with programming.

Keep it up and you guys are the best
Green Gandalf
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Posted: 12th Nov 2008 11:35
Quote: "This beta does have a few nice features such as four new commands to help with more elegant post process shader effects."


Looks promising - except I can only find two such commands:



pcRaider
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Posted: 12th Nov 2008 11:53
You look - \projects\Snippets folder.
James H
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Posted: 12th Nov 2008 14:50 Edited at: 13th Nov 2008 01:36
Could someone post a list/screenshot of the snippets projects from this update? Dark Source uses the same directory and their are a lot of projects for it, making it difficult to determine which is dark source and which are from the upgrade - would save me some time while I work on other stuff. Cheers

Edit: nvm
Grandma
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Posted: 12th Nov 2008 19:20
I encountered an exclude object bug. If you exclude an object and then create a cube for example, if you try to de-exclude the first object, it will not appear again until you delete that cube first. Pretty serious bug. This bug was tested positive in 7.0 and 7.1 beta 5.

I haven't read trough everything here, so I'm unsure if it's already mentioned.

Example code:


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Green Gandalf
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Posted: 12th Nov 2008 19:43
pcRaider

Thanks.

I didn't even know that folder was there.
Phjon
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Posted: 12th Nov 2008 21:28
Grandma,

The problem with the "Exclude Object" commands has already been reported, by myself on this thread earlier, Mini Malistix on the DBPro board, and by Mistrel on the Bug Reports board (linked to Mini Malistix's post).

Lee has stated that problems that have been encountered with DBPro in the past one or two weeks have not yet been fixed in DBPro 7.1b5, however, one can assume that they will be fixed in future DBPro beta versions.
LeeBamber
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Posted: 13th Nov 2008 05:41
BETA6 uploaded. Thanks for the feedback thus far. This version and indeed the last one represent the merging of DarkGDK source code from way back when so you might want to thrash out some assumptions on this version. It 'should' be in order. Some feedback to posts I could not action:

Pixel Paint : SET IMAGE COLORKEY bug not reproducable. Please provide steps.

Phjon : Please email me your project that takes 17 seconds to load in U68 and 47 seconds to load in U71. That is something I am most curious about.

Guido Italy : Afraid I cannot fix thidd party modules, sorry Contact the author for a remedy.

pcRaider : I am interested in the bug about the installer not offering you a dialog to specify the folder if the registry does not exist for it. Try renaming the ket at the registry location LOCAL\SOFTWARE\DARK BASIC\DARK BASIC PRO\INSTALL-PATH to INSTALL-PATH2 and then re-run the BETA installer and let me know step by step what you see.

trogdor : You described a bug in the current default IDE which cannot be fixed. Restarting the software solves the problem. A new IDE is planned to replace this.

Mistrel : If you absolutely need to use FASTSYNC to animate, you can now pass an optional parameter of 1 to it to restore functionality to pre-U71 status. Also there is no CHANGE CURSOR command in DBPro, however some work has been done in relation to the cursor handling so try this one again, and the command you are after is CHANGE MOUSE.

mrHandy : This command does not exist (yet)

"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: 13th Nov 2008 11:16
hi,Lee
About setup.
I attach screenshot.
pcRaider
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Posted: 13th Nov 2008 11:17 Edited at: 13th Nov 2008 11:49
Quote: "

Upgrade 7.1
===========
Help
----
* Added GameFX commands to the INDEX in the main help system
* 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
"

It is not updated in U71b6.
Grandma
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Posted: 13th Nov 2008 13:01
@ Phjon

Alright.

Found another bug though. Set music volume should set the music to double the volume if you enter "200" as the value, but it never gets louder than from the "100" step. That's not consistent with the help files.

This was tested on 7.0.

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pcRaider
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Posted: 13th Nov 2008 13:55
SET DISPLAY MODE ...Crash

Phjon
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Posted: 13th Nov 2008 23:48
Lee,

An email with the requested data has been sent to you.
LeeBamber
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Posted: 15th Nov 2008 07:02
BETA7 uploaded to resolve issues reported. Let me know if you have any more suggestions for this version of the upgrade. Work on supporting an external debugger continues, and suggestions for help additions welcome of course. For those hungy for a few extra seconds off your load time, or inter-loop object management, you may be interested in a new value for the global creation command:

SET GLOBAL OBJECT CREATION 2

Add this at the top of your program and all objects handled in your application use 'sort by object order' rather than 'sort by texture number'. What this means is that there is no expensive bubble sort each time new objects are introduced into the engine, and so loading and main loop performance may increase slightly. The downside is that the GPU will be asked to continually swap textures back and forth with no care to render all objects that share a common texture. In some cases, this will degrade performance based on your scene complexity. Either way, it is another little tweak you may wish to experiment with to gain a few extra FPS from your projects

"Small, smart and running around the legs of dinosaurs to find enough food to survive, bedroom coders aren't extinct after all "
Mistrel
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Posted: 15th Nov 2008 09:39
Lee, I am reporting bugs in the bug forum. Has anything been fixed that's listed there? Please mark them as [Fixed] if they have.

Green Gandalf
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Posted: 15th Nov 2008 12:56
Quote: "I don't think you should report bugs of the current beta in "Bug Reports". Report them here where they belong."


Good point. Noted.
Phjon
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Posted: 15th Nov 2008 13:34 Edited at: 15th Nov 2008 15:12
Lee,

Excellent progress on this. I presume that the data I sent to you was of good use.

I would like to report that the bugs with the "Exclude Object" commands appear to have been fixed in this beta version (DBPro V7.1b7).

In addition, loading times in my projects have decreased back to their original levels in DBPro V6.8, without me having to change any code.

I'll be taking a look at the new modes for the "Set Global Object Creation" command to see if they help things further.

The Heisenslug still appears to be present though. I presume that this may be rather difficult to get rid of.
EdzUp
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Posted: 15th Nov 2008 13:52
Brilliant stuff, will be looking at bringing Star Flight 2000 upto date using DBPro , maybe called Star Flight 2020 (mainly because I dont have loads of coding time with me two little-uns )

-EdzUp
HowDo
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Posted: 15th Nov 2008 14:31
@EdzUp

If there's no date it cannot go out of date, unlike 2001 and 2010 .

Dark Physics makes any hot drink go cold.
EdzUp
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Posted: 15th Nov 2008 15:51
Good Idea , just call it Star Flight The new age

-EdzUp
chunks chunks
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Posted: 15th Nov 2008 18:31 Edited at: 15th Nov 2008 18:36
I think load animation has been broken ,it refuses to load any avi`s which i have used before.

Would anyone like to test this because it might be my avi`s .


edit : wmv files also refuse to load ..

nvidia geforce 8600gt + amd athlon 64
windows xp pro.
Green Gandalf
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Posted: 15th Nov 2008 19:07
Quote: "I think load animation has been broken ,it refuses to load any avi`s which i have used before."


So do I - even the DBPro demo video fails. Gives runtime error 2002.

Might have been broken for a few upgrades now - if I get time I'll check.
LeeBamber
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Posted: 15th Nov 2008 20:29 Edited at: 15th Nov 2008 20:31
If you believe it is a bug caused by U70 or an early U71 beta, then I suggest posting it directly here so we can solve it sooner rather than later, and ensure U71 is stronger than any previous version of DBPro

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Green Gandalf
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Posted: 16th Nov 2008 01:10 Edited at: 16th Nov 2008 01:21
Quote: "If you believe it is a bug caused by U70 or an early U71 beta, then I suggest posting it directly here so we can solve it sooner rather than later, and ensure U71 is stronger than any previous version of DBPro "


Ok. Just tested U7.1b4-b7. Looks like the problem was introduced at U7.1b5. Here are the results for the DBPro demo 3DVideo:

U7.1b4 Works fine.
U7.1b5, U7.1b6, U7.1b7 all give the same error message "R/t error 2002 at line 19 - could not load animation" (which in this case is "7clicks.wmv").

Edit Mistrel and pcRaider reported the same problem here:

load animation bug
pcRaider
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Posted: 16th Nov 2008 02:56
the installer does not work in U71b7.
pcRaider
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Posted: 16th Nov 2008 02:59 Edited at: 16th Nov 2008 03:04
Quote: "FastSync does not recognize SyncRate.
"

it works in 66b.
does not work in U71b7.
Does a flag work?
pcRaider
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Posted: 16th Nov 2008 03:02
Quote: "
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.
-
And there is not explanation of "GLOBAL/LOCAL".
-
"

It is not updated in U71b7.
pcRaider
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Posted: 16th Nov 2008 03:07
helpfile
OPEN TO READ / Example Code

does not work in U71b7.
pcRaider
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Posted: 16th Nov 2008 03:09
Quote: "
LOAD SOUND Filename,Sound Number,Flag,Silent Fail
Explanation of Silent Fail
"

It is not updated in U71b7.
pcRaider
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pcRaider
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Posted: 16th Nov 2008 03:46


http://forum.thegamecreators.com/?m=forum_view&t=79939&b=15
pcRaider
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Posted: 16th Nov 2008 03:50
pcRaider
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Posted: 16th Nov 2008 04:00 Edited at: 16th Nov 2008 04:01
Quote: "Was the issue of scale in Sprite repaired?"

http://forum.thegamecreators.com/?m=forum_view&t=86343&b=15
It is not updated in U71b7.
Mini Malistix
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Posted: 16th Nov 2008 11:47
Hi, i have tested DBPro V7.1b7 and the Exclude Object On / Off command now works here.
Green Gandalf
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Posted: 16th Nov 2008 14:09
Lee

The following Confirmed bug reports still seem to apply:

scale object texture bug v1

scale object texture bug v2

I suspect the "bugs" arise from a misunderstanding of how texturing works for non-power of two textures. Perhaps a suitable comment is needed in the Help file entry for scale object texture. That might fix at least two bugs effortlessly.

The following code illustrates the problem (the code and images are also in the attached zip file):

Phjon
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Posted: 17th Nov 2008 18:44 Edited at: 17th Nov 2008 18:48
Lee,

In the help with DBPro version 7.1b7, links to the following commands are not present in the "Basic3D Help" section, of the "Command Menu" section:

Enable Object ZWrite
Disable Object ZWrite
Enable Object ZRead
Disable Object ZRead

They are at present only available via the "Index" section.
Alfa x
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Posted: 21st Nov 2008 15:47 Edited at: 21st Nov 2008 15:49
Mistake.
Alfa x
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Posted: 21st Nov 2008 15:48
The bug I reported is fixed?

perform checklist for onscreen objects

Thanks.

http://forum.thegamecreators.com/?m=forum_view&t=137250&b=1

2)

I know there are commands that aren't in the help files. It would be nice they were there so we know they exist and we can use them.
Grandma
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Posted: 21st Nov 2008 18:20
The commands CD and Set Dir do the exact same thing?

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