Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / DBPro Upgrade 7.1 Beta Test

Author
Message
sindore
21
Years of Service
User Offline
Joined: 2nd Jul 2004
Location: Bedfordshire, UK
Posted: 21st Nov 2008 20:08
I made some objects out of primitives, add them in to limbs and some or all of the limbs have vanished.

they still work like there are a part of the object but you just cant see them why is this?

The help menu now shows the icons witch is good, be cos before with the old 7.0 version and dark physic update v1.5 help files the icons base was there, but the images where nowhere to be seen.

A little help with the limbs would be nice.

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
IanM
Retired Moderator
23
Years of Service
User Offline
Joined: 11th Sep 2002
Location: In my moon base
Posted: 21st Nov 2008 21:41
Quote: "they still work like there are a part of the object but you just cant see them why is this?"

Most probably Backface culling - use SET OBJECT CULL <obj>, 0 on your object. If the polys reappear, then it's your code that's the problem, not DBPro.

Maybe you'd be better off raising your own thread for this if you continue to have problems.

sindore
21
Years of Service
User Offline
Joined: 2nd Jul 2004
Location: Bedfordshire, UK
Posted: 21st Nov 2008 22:27 Edited at: 23rd Nov 2008 15:01
I tryed set object cull but it did nothing, I'll give you an exarmple of this.

here is what this should look like


here is what I wont to do but it not will appear in this update, it worked in v7.0


now is it my code? or is it the dbp

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
Omen
19
Years of Service
User Offline
Joined: 7th Nov 2006
Location: Maple Grove, MN US
Posted: 23rd Nov 2008 04:30 Edited at: 23rd Nov 2008 18:45
DBPro 7.1 beta 7 :

SET SCREEN EFFECT doesn't seem to do anything.

I don't have "quad.fx", so I'm using a simple tone shader.

Here's the tone shader (tone.fx) I'm using to test:



My video card is VS2/PS2, All of the shaders in the Ultimate Shader Pack work for me, I'm using power-of-2 textures.

This is the example provided in the help documentation - it creates a black screen (changed quad.fx to tone.fx because I don't have quad.fx):


Perhaps the problem is that "quad.fx" has some special variables in it? Maybe there are restrictions to the shader that are not stated in the help documentation?

I've tried changing the power value for the pow() function in the shader to values like 2.0, 4.0, 8.0, etc..., but the result is the same.

I've also tried changing that line of code in the shader to the code...



(which should have made the screen all red), but the result is the same.

Omen
19
Years of Service
User Offline
Joined: 7th Nov 2006
Location: Maple Grove, MN US
Posted: 23rd Nov 2008 18:44 Edited at: 23rd Nov 2008 22:11
DBPro 7.1 beta 7:

ADD LOD TO OBJECT works with only an extremely limited set of models.

I've tried creating 3 LOD version for a dozen models now... but only 1 set out of those 12 sets has worked with ADD LOD TO OBJECT.

What are the restrictions for the medium- and low-level models so that they work with ADD LOD TO OBJECT? Do they have to be built in TrueSpace? Do they need to be completely closed? Do they have to be made using CSG only?

Between version 7.0 and 7.1 beta 7, I've only been able to get the 1 tree model (included with the GameFXLOD sample) and 1 other extremely simply model (<100 polygons) working with ADD LOD TO OBJECT.

ShaunRW
DBPro Developer
18
Years of Service
User Offline
Joined: 7th Jan 2008
Location: Brisbane, Australia
Posted: 30th Nov 2008 16:49
beta 7:


the LOAD STATIC OBJECTS command crashes.



i reinstalled dbpro after a reinstall of windows and updated to 7.1 beta 7 with out any other updates.


LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 1st Dec 2008 18:26
BETA8 Uploaded. See revisions to changes on page one. I am really only looking for anything that U70/U71 broke in DBP rather than the older bugs as reported in the bug forum for this update. It was meant to me an update in response to the convention 2008 rather than a 'fix all the outstanding issues' update. Thanks.

Vote SOCIAL ARCADE every day in November and help TGC make history! Check out the video and voting button at:http://apps.facebook.com/fbfundvote/contests/109/entries/3391
IanM
Retired Moderator
23
Years of Service
User Offline
Joined: 11th Sep 2002
Location: In my moon base
Posted: 1st Dec 2008 19:12 Edited at: 1st Dec 2008 19:13
Mistrel
Retired Moderator
20
Years of Service
User Offline
Joined: 9th Nov 2005
Location:
Posted: 1st Dec 2008 23:30 Edited at: 1st Dec 2008 23:31
Quote: "* Added new parameter to LOAD SOUND and LOAD3DSOUND for Global Sound Flag"


Sound still does not play when the window loses focus with LOAD SOUND and the fourth parameter (Global Sound Flag) is not recognized for the LOAD 3DSOUND command.

pcRaider
19
Years of Service
User Offline
Joined: 30th May 2007
Location:
Posted: 2nd Dec 2008 04:13
Quote: " 'fix all the outstanding issues' "

As for you, does a bug repair them in U72?
pcRaider
19
Years of Service
User Offline
Joined: 30th May 2007
Location:
Posted: 2nd Dec 2008 04:17
Help file
SET DISPLAY MODE Width, Height, Depth, VSyncOn, Multisampling Factor, Multimonitor Mode

Parameters
VSyncOn, Multisampling Factor, Multimonitor Mode
How do you use?
pcRaider
19
Years of Service
User Offline
Joined: 30th May 2007
Location:
Posted: 2nd Dec 2008 04:21 Edited at: 2nd Dec 2008 04:21
UDT bug


http://forum.thegamecreators.com/?m=forum_view&t=140179&b=15
Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 2nd Dec 2008 14:44 Edited at: 2nd Dec 2008 14:45
Several Help file entries have missing text since the new Help system was created. Here's the latest I stumbled across this morning:



I'll try to find time to browse through the files and make a list of suspects.
Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 2nd Dec 2008 22:40 Edited at: 2nd Dec 2008 22:41
Just checked the Help file index up to the end of the A's and noted the following issues:

#INCLUDE - gives error when clicked (see attached image)
#CONSTANT - gives error when clicked

ACOS, ASIN - suggest add "The parameter must be in the range -1 to +1 to give a valid result."

Various ARRAY, QUEUE and STACK commands - "Syntax" and "Parameters" sections are unclear and don't conform to the standard Help style, e.g. must the parameter be zero?

ALWAYS ACTIVE ON/OFF - give error when clicked
APPEND OBJECT ANIMATION - gives error when clicked

AUTOMATIC OBJECT/CAMERA COLLISION - wording of "Response" parameter is odd - e.g. can it take values other than 1?

I'll continue with this tomorrow - but perhaps, in the meantime, a few other people could check a letter each and report their findings? And let us know which letter you are checking.
That way we should make progress quickly. I'm sure Lee will be pleased.
Jeff Miller
21
Years of Service
User Offline
Joined: 22nd Mar 2005
Location: New Jersey, USA
Posted: 2nd Dec 2008 23:16 Edited at: 2nd Dec 2008 23:17
If you fix ACOS and ASIN, might as well do ATAN. It reads:
Quote: "This command will return the tangent in degrees between 0 and 360."


It should return the arctangent, not the tangent. Also, the range should be -90 to +90, not 0 to 360.

Also, if you flesh out the SET DISPLAY MODE help file per pcRaider's request, could you please add the antialiasing argument and an brief explanation of what it does? I can't remember how to set it. Actually, I want to positively UN-set it. Some of us get crashes when trying a screen grab with GET IMAGE, and I want to see if discouraging antialiasing by setting it to OFF with this command might cure the problem. Ian M says that drivers for some cards might be turning our antialiasing on.
Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 2nd Dec 2008 23:50
Quote: "It should return the arctangent, not the tangent"


Well spotted! I should have seen that.
Jeff Miller
21
Years of Service
User Offline
Joined: 22nd Mar 2005
Location: New Jersey, USA
Posted: 3rd Dec 2008 00:10 Edited at: 3rd Dec 2008 00:15
Regarding the SET CAMERA FOV command, the help file says:
Quote: "The default angle is the result of the calculation 360 degrees divided by four."


That sounds like 90.
However, Dmitri K has measured the default FOV as 61.9621391296.
It seems to be regarded as the vertical FOV, and the horizontal FOV would be dependent on the aspect ratio of the monitor. If this is correct, that vertical vs. horizontal distinction should be mentioned.

See Dmitri's measuring code at:
http://forum.thegamecreators.com/?m=forum_view&t=44608&b=1
Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 3rd Dec 2008 10:01
From Lee:

Quote: "I am really only looking for anything that U70/U71 broke in DBP rather than the older bugs as reported in the bug forum for this update. It was meant to me an update in response to the convention 2008 rather than a 'fix all the outstanding issues' update."


Oops! Sorry Lee. I forgot this is not the place for dealing with these long-standing issues with the Help files etc. (Although some instances of missing text might be a result of the U70/U71 updates. )
pcRaider
19
Years of Service
User Offline
Joined: 30th May 2007
Location:
Posted: 4th Dec 2008 03:23
@sindore
I confirmed it.
sindore
21
Years of Service
User Offline
Joined: 2nd Jul 2004
Location: Bedfordshire, UK
Posted: 4th Dec 2008 13:39
@ pcRaider

I take it that you could not see the meshed version then?

its the same with most objects made this way.

soul sucking devils, twisted body of the damed, slivering slim drips from every poor, sin licking at your ears, and the smell stinging your eyes, and if you don't like it, get out of my kitchen!
pcRaider
19
Years of Service
User Offline
Joined: 30th May 2007
Location:
Posted: 5th Dec 2008 02:46
Mystery

do not work


work
pcRaider
19
Years of Service
User Offline
Joined: 30th May 2007
Location:
Posted: 6th Dec 2008 08:20
this helpfile

SET OBJECT SPEED

The default value is 100, as a percentage of the standard rate of play. A value of 50 means the frames is playing at half the normal speed where 200 will play the frames twice as fast.
BlobVanDam
17
Years of Service
User Offline
Joined: 26th Jul 2008
Location: one of Cybertrons moons
Posted: 6th Dec 2008 14:18
ok, not sure if this is a new bug or what, but there is a prob with the render to texture I think. Or tell me if this is just a hardware thing. I doubt it's my card though, because I'm on a Geforce 8600GT 256mb.

Here's the prob. I have two cameras. Camera 0 is my main viewport of course. Camera 1 is rendering a shadow map for the evolved shadow map shader. That all works fine. Just today I updated to this latest beta so I could try out the TEXTURE SCREEN and SET SCREEN SHADER commands. Those new commands aren't the problem though I don't think. The problem comes with the SET CAMERA TO IMAGE command.
If I set the rendered resolution of the image rendered for camera 0 to larger than the set resolution of my program, it will permanently garble camera 1. Camera 0 will remain fine, but it will somehow destroy the contents of camera 1 and it will no longer update it and instead fill it seemingly with random garbage from the texture memory.

So it seems when I'm rendering camera 0 to a larger size texture than what's been set by the SET DISPLAY MODE resolution, it somehow messes up the image being used for the next camera?
I mean, obviously it's easy to work around and it's a bit silly to render the camera to a larger image than the screen is running, but I was wondering what the deal was with this.
Mistrel
Retired Moderator
20
Years of Service
User Offline
Joined: 9th Nov 2005
Location:
Posted: 6th Dec 2008 17:58 Edited at: 6th Dec 2008 17:58
BlobVanDam, please post example code and a screenshot so we can test it. Otherwise it will not be fixed.

LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 8th Dec 2008 17:25
BETA9 uploaded. I am looking to finalise U71 this week, hopefully by Wednesday so if you have any show stoppers from BETA9, let me know otherwise I will start the process of making it the official public update to DBP. Check the change notes for info on the additions in this beta, which include most of what has been reported above but I have a few questions to resolve the rest:

Mistrel : Make sure you use the right number of parameters and remember there is one flag reserved for future use in the new LOAD SOUND command. This feature works now in U71 beta 9.

pcRaider : Fixed. You might want to check UDT behaviour as the casting fix may have a knock-on effect!

Green Gandalf : Can you explain "Various ARRAY, QUEUE and STACK commands" a little more, thanks. I will try to beef up the help pages, or if you want to make some suggestions they will be most welcome.

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!
IanM
Retired Moderator
23
Years of Service
User Offline
Joined: 11th Sep 2002
Location: In my moon base
Posted: 8th Dec 2008 19:44
Feel free to use my examples of Queues, Stacks and Lists from the codebase - the comments (although a little out of date) are a reasonably clear explanation of how to use the commands

Mistrel
Retired Moderator
20
Years of Service
User Offline
Joined: 9th Nov 2005
Location:
Posted: 8th Dec 2008 20:15 Edited at: 8th Dec 2008 20:34
The DarkPhysics "Dark Basic Professional\Projects\Dark Physics\Demos\Vehicles\Test Drive" demo crashes on SYNC in 7.1b9. It does not crash in 7.1b8 or before.

This is a show stopper, Lee!

Crashes with SYNC, FASTSYNC, and FASTSYNC 1. It also crashes when sync is off.

Here is an isolated instance of the crash:



HowDo
23
Years of Service
User Offline
Joined: 28th Nov 2002
Location: United Kingdom
Posted: 8th Dec 2008 20:34 Edited at: 8th Dec 2008 20:39
Lee, scale object from a mesh has broken and offset limb does not offset anything. does anyone else get this.



Dark Physics makes any hot drink go cold.
Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 8th Dec 2008 20:48 Edited at: 8th Dec 2008 23:04
Quote: "Green Gandalf : Can you explain "Various ARRAY, QUEUE and STACK commands" a little more, thanks. I will try to beef up the help pages, or if you want to make some suggestions they will be most welcome."


Hi Lee,

Just checked one at random and the problem is still there. If I recall correctly the problem is repeated in several of the commands, so I'll list the commands affected but just make the change for one of them. It should be obvious from there.

The command I've just examined is:

ARRAY DELETE ELEMENT

and there is more than one problem with the "Parameters" section. You should be able to see it yourself, but just in case you can't ( ) I'll post a detailed correction later this evening (Edit - more likely tomorrow now ).
Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 8th Dec 2008 21:32 Edited at: 8th Dec 2008 21:50
Have I just entered a parallel universe - or have some of the DBP demos changed?

I nearly posted a bug report ...

Edit I AM posting a bug report - I think.

Something seems to have gone terribly wrong with the RoadTerrain demo.
HowDo
23
Years of Service
User Offline
Joined: 28th Nov 2002
Location: United Kingdom
Posted: 8th Dec 2008 22:12 Edited at: 8th Dec 2008 22:16
@Green Gandalf,

if you look at it, its showing that there is no scaling or offset control of any object plus where are the wheels?

edit
room demo lol.

Dark Physics makes any hot drink go cold.
Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 8th Dec 2008 23:06
Quote: "if you look at it, its showing that there is no scaling or offset control of any object plus where are the wheels?

edit
room demo lol."


??
Jeff Miller
21
Years of Service
User Offline
Joined: 22nd Mar 2005
Location: New Jersey, USA
Posted: 9th Dec 2008 00:54 Edited at: 9th Dec 2008 14:24
I think he means the Room Demo project is also on the fritz. The flags are screwed up, including the one that showed Lee's mug. Also, the torch supports are upside down, and the blocks containing arches are positioned lower than they should be.
Jeff Miller
21
Years of Service
User Offline
Joined: 22nd Mar 2005
Location: New Jersey, USA
Posted: 9th Dec 2008 02:46
7.1beta9 crashes my several thousand line project. 7.1beta7 did not, (and I failed to grab 7.1beta8 in time to test).

Windows Vista is intercepting it saying the DBP application stopped running. It returns me to the IDE in it's pre-compile state and I don't get a DBP generated error message to help track down the problem, so I haven't the faintest idea of how to isolate it.

Does anyone know a way to disable this protective feature of Vista so that I can let DB have a crack at giving an error message?

I reinstalled 7.1beta7 and the project runs fine, so I am certain that the problem arises in some change between 7.1beta7 and 7.1beta9.
Jeff Miller
21
Years of Service
User Offline
Joined: 22nd Mar 2005
Location: New Jersey, USA
Posted: 9th Dec 2008 03:32
Lee - Thank you for including my proposed revision of the return range for the ATAN command in the new help files. However, you also introduced a parameter range in the ATAN help that Green Gandalf had requested for the ASIN and ACOS commands:

"The parameter must be in the range -1 to +1 to give a valid result."

That does not apply to ATAN. The parameter range is limited only by the extreme negative and positive values that the float data type can handle.
pcRaider
19
Years of Service
User Offline
Joined: 30th May 2007
Location:
Posted: 9th Dec 2008 04:34 Edited at: 9th Dec 2008 04:42
helpfile
Please add this.
And it is a sentence of explanation.

\DarkBasicProfessional\Help\principals\2 operators.htm

2 ^ 3 equals 8

print 2^3
wait key


10 / 4 equals 2
10 / 4.0 equals 2.5

print 10/4
print 10/4.0
wait key
pcRaider
19
Years of Service
User Offline
Joined: 30th May 2007
Location:
Posted: 9th Dec 2008 04:35
helpfile
Please add this.
This help file sheet

AS
TYPE , ENDTYPE
GLOBAL , LOCAL
pcRaider
19
Years of Service
User Offline
Joined: 30th May 2007
Location:
Posted: 9th Dec 2008 04:36 Edited at: 9th Dec 2008 04:37
helpfile
exsample code

abs()
int()
floor()
ceil()

exsample
LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 9th Dec 2008 14:31
Hi Guys,

Thanks for the feedback. The frltz issue is due to a silly misplaced transform. BETA10 will solve this. Also the offset limb code is a logic error, try this in BETA8:

make object sphere 1,1
make mesh from object 1,1
make object cone 2,1
make mesh from object 2,2
add limb 1,1,1
add limb 1,2,2
offset limb 1,2,0,2.5,0
scale limb 1,2,20,200,20
delete object 2
hide limb 1,0
move camera -50 : rem too close to the problem in BETA10!
do
loop

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
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 9th Dec 2008 18:02 Edited at: 9th Dec 2008 18:07
Updated BETA10. Check it out, let me know

ALL: The BETA9 was screwy with 3D object transforms and a related crash, fixed in BETA 10!

IanM : Thanks for the examples, they are great and in BETA 10

Mistrel : Silly mistake on my part, fixed in BETA 10

HowDo : Logic problem, move your camera back in BETA 10 to see the offset limb

Jeff Miller : ATAN corrected

pcRaider : AS and TYPE ENDTYPE already convered in principals.

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!
Jeff Miller
21
Years of Service
User Offline
Joined: 22nd Mar 2005
Location: New Jersey, USA
Posted: 9th Dec 2008 23:00
Thanks for this beta! The problem Vista was intercepting in beta9 (but not identifying) to crash my large project is definitely fixed in beta10. Also, my project is running faster in beta10 than it was in beta7. Great work!
Billy33
20
Years of Service
User Offline
Joined: 19th Mar 2006
Location: Cyberspace
Posted: 9th Dec 2008 23:31
I found a bug for 7.1b9 with darkphysics vehicle demos. Wheels are not attached correctly (see jpg in attachement)
Billy33
20
Years of Service
User Offline
Joined: 19th Mar 2006
Location: Cyberspace
Posted: 9th Dec 2008 23:46
Problem identified in beta 9 with darphysics vehicle demos (attached wheels) corrected in beta 10. Thanks
Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 10th Dec 2008 00:38
Good news and bad news I'm afraid.

The good news:

1. The DBP demos all work now (and nice to see the code from one of my bug reports included in the Snippets folder!).

The bad news:

2. U71B10 seems to have fouled up one of my Advanced Terrain shader demos - see images in attached zip file (the OK one is from an executable compiled at the convention, the dodgy one is from U71B10). No time to investigate further tonight - will report back with more details and confirmation tomorrow.

3. Some of the Help file entries still need tidying up. For example ARRAY DELETE ELEMENT has the following:

Quote: "Parameters
Array Name(0
Integer
You can either enter a value of zero, or leave the parameter blank (i.e. arrayname() )
Index
Integer
This value is an integer number such as 1.
"


(a) Why is the right hand bracket missing?
(b) What is the first "Integer" doing there?

The same problems apply to ARRAY INDEX TO STACK:

Quote: "Parameters
Array Name(0
Integer
You can either enter a value of zero, or leave the parameter blank (i.e. arrayname() )
"


And also to ARRAY INSERT AT TOP:

Quote: "Parameters
Array Name(0
Integer
You can either enter a value of zero, or leave the parameter blank (i.e. arrayname() )
Index
Integer
This value is an integer number such as 1.
"


These were the first three that I checked!

No time to check others tonight. I know this isn't about correcting the Help files but you did ask specifically about this and you said it had been fixed. Well, it hasn't.
pcRaider
19
Years of Service
User Offline
Joined: 30th May 2007
Location:
Posted: 10th Dec 2008 04:16
IanM
VERTEXDATA COMMANDS
Example Code
Is not there a good thing?
LeeBamber
TGC Lead Developer
26
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 10th Dec 2008 04:51
Billy33 - Try BETA10

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!
pcRaider
19
Years of Service
User Offline
Joined: 30th May 2007
Location:
Posted: 10th Dec 2008 06:15
helpfile
DarkBasicProfessional\Help\principals\1 datatypes and variables.htm

Quote: "
INTEGER Range : ・,147,483,648 to 2,147,483,647
REAL Range : 3.4E +/- 38 (7 digits)
BOOLEAN Range : 0 to 1
BYTE Range : 0 to 255
WORD Range : 0 to 65535
DWORD Range : 0 to 4,294,967,295
DOUBLE INTEGER Range : ・,223,372,036,854,775,808 to 9,223,372,036,854,775,807
DOUBLE FLOAT Range : 1.7E +/- 308 (15 digits)
"


INTEGER Range : ・,147,483,648 to 2,147,483,647
FLOAT (REAL) Range : 3.4E +/- 38 (7 digits)
BOOLEAN Range : 0 to 1
BYTE Range : 0 to 255
WORD Range : 0 to 65535
DWORD Range : 0 to 4,294,967,295
DOUBLE INTEGER Range : ・,223,372,036,854,775,808 to 9,223,372,036,854,775,807
DOUBLE FLOAT Range : 1.7E +/- 308 (15 digits)
pcRaider
19
Years of Service
User Offline
Joined: 30th May 2007
Location:
Posted: 10th Dec 2008 07:48
helpfile
INDEX
/DarkBasicProfessional/Help/index.htm

A missing command. Perhaps it is a new command.


DRAW TO CAMERA
DRAW TO SCREEN
TEXTURE SCREEN
SET SCREEN EFFECT
GET TYPE PATTERN$
GET ARRAY TYPE
ADD MEMBLOCK TO OBJECT
GET MEMBLOCK FROM OBJECT
DELETE MEMBLOCK FROM OBJECT
Mini Malistix
20
Years of Service
User Offline
Joined: 6th Mar 2006
Location: @home
Posted: 10th Dec 2008 11:17
Lee, everything i can test at this moment is running great with Beta10. Thanks!
Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 10th Dec 2008 21:54
Quote: "The bad news:

2. U71B10 seems to have fouled up one of my Advanced Terrain shader demos - see images in attached zip file (the OK one is from an executable compiled at the convention, the dodgy one is from U71B10). No time to investigate further tonight - will report back with more details and confirmation tomorrow.
"


OK. The problem was introduced in U7.1BETA9 and is still present in U7.1BETA10.

So far it's the only demo of mine - or DBPro's - that fails - but haven't had much time to do testing yet.

It will take some time for me to trim down my demo and see where the problem originates - but there is one possible clue. When I run the latest U71B10 executable on different machines the terrain texture is messed up differently on each machine - but the OK U71B8 (and earlier) executables run fine on each machine and look the same on each machine.

I'll try to do some more testing and narrow down this particular problem - but it won't be quick. It would certainly be a shame if this broken version became the official release.

Is this a cunning plan to keep me from inspecting the new Help files too closely?

Login to post a reply

Server time is: 2026-06-17 04:33:32
Your offset time is: 2026-06-17 04:33:32