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DarkBASIC Professional Discussion / DBPro Upgrade 7.1 Beta Test

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Green Gandalf
VIP Member
21
Years of Service
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 24th Dec 2008 17:42
I agree with Juso.

The main point of the update was to add extra features - which has been achieved and appreciated by many. As a bonus several bugs have been fixed. I don't understand what all the whining is about. Impatience perhaps?
Green Gandalf
VIP Member
21
Years of Service
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 24th Dec 2008 23:12
Quote: "I paid MONEY for the product"


So did we all. Most of us, however, appreciate the fact that we have very good cheap and simple to use software, we have easily accessible developers and other TGC company staff, and a great forum community who willingly come in to help people out.

Yes, the product is NOT perfect (no software product is) and most of us realise that TGC is a VERY small company with extremely dedicated and helpful staff and has to balance the sometimes conflicting priorities both of its own business needs and also of its various customers.

I suggest you keep a sense of proportion and have a MERRY CHRISTMAS.
Mistrel
Retired Moderator
20
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Joined: 9th Nov 2005
Location:
Posted: 25th Dec 2008 07:56 Edited at: 25th Dec 2008 07:59
Quote: "I paid MONEY for the product"


You also have to consider that DBP is a hobbyist language. TGC does not have the budget for constant R&D on all of their products. It's amazing that Lee can juggle everything that he does already and still provide us with great updates.

If there is a really bad bug then you need to post in the bug forum and bring it up during the next beta if it hasn't been fixed yet.

DBP has a very flexible engine. If you don't like 'DBP' then try one of the other products PureGDK (PureBasic), DarkGDK (C++), DarkGDK.NET (.NET), or one of the various flavors of OO DarkGDKs.

Plystire
23
Years of Service
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 27th Dec 2008 22:34
I agree with Mistrel here. If the bugs are that bad for you, why not convert your game over to one of the other platforms?

I just converted my project from DBP to DarkGDK, and although it took me several days/nights, I am now benefitting from a system that I think better suits my needs and the needs of my project.


The update sounds great, Lee!!! You're doing a bang up job as ever.


The one and only,


Chris K
22
Years of Service
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Joined: 7th Oct 2003
Location: Lake Hylia
Posted: 2nd Jan 2009 21:51
Is there any way of adjusting the resolution of the output of a camera with a camera effect shader applied to it?

You know, like with set camera to image you give it the image dimensions; but there is no option with set camera effect.

Please could you add this to U7.2 if it is not in already.

Thanks a lot.
Awesome work everyone at TGC!!

-= Out here in the fields, I fight for my meals =-
Airslide
21
Years of Service
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Joined: 18th Oct 2004
Location: California
Posted: 4th Jan 2009 22:58
I seem to be having a problem with the new shader commands - they work fine, unless you have an object with zdepth disabled visible. If something with zdepth disabled is visible, then it doesn't seem to render the camera view.

Simply add "disable object zdepth 1" to the new post processing demo and you'll see that it breaks it. Also, my 2D stuff doesn't show up when using the DarkShader method, although it does in the PP demo, so I'll have to hunt down what's causing that...

Stefan p
17
Years of Service
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Joined: 2nd Nov 2008
Location: Online
Posted: 10th Jan 2009 21:01
I have suggestion, it is to make if statements with and faster by only check until one of the paramenter is false. Just a suggestion

I was here.
SFSW
23
Years of Service
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Joined: 9th Oct 2002
Location:
Posted: 10th Jan 2009 23:54
Another report to add after installing and trying the latest beta. Evolved's water shater (Fresnel) shows a bug that likely relates to multiple cameras. Objects split into two and expand farther apart the closer to the edge of the screen they get. Attached is a screenshot.

SoftMotion3D
AGK Developer
20
Years of Service
User Offline
Joined: 24th Aug 2005
Location: Calgary,Alberta
Posted: 11th Jan 2009 05:27 Edited at: 11th Jan 2009 05:32
Quote: "* Added new parameter to LOAD SOUND and LOAD3DSOUND for Global Sound Flag
* String table updated to hold new Global Sound Flag parameter for command"


This is great for having the sound continualy play when your program does not have focus.....however it would be nice to have that option from making sound from memblock. If i do that then i have no option to set it to play when the program does not have focus... would that be hard to add the flag to alow the sound to do that when its made from a memblock?

thanks for your consideration It would help out alot with my music program im making.


also it would be nice to have a command to save a sound memblock back to a wav file....

SMD3DInteractive

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