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Dark GDK / Wanted: Your GDK bugs

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IanM
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Posted: 24th Feb 2010 19:49
Hi Guys,

I'm currently cataloguing a list of bugs for DBPro that need to be looked into and fixed, and thought I'd ask you guys too as I know it can get a little lonely in here sometimes

What I'm after is a zip/rar/7z file for each bug, containing a complete C++ solution that shows the problem concisely (ie, with minimal source), with any media required to run the compiled program, and a description of the problem and circumstances under which it happens.

Please post the above details into the bug forum, and I'll pick them up as they appear - please post only 1 bug per thread, and try to include GDK in the title. Remember that the easier you make it for me to understand and reproduce the bug, the more chance it has of being confirmed and put on the list for fixing.

Sorry that it's a little more involved for you guys, but for a lot of DBPro bugs I can copy/paste code into an empty editor window, hit F5 and see the bug, all without having to save a file or create a project - with VC++ it obviously takes longer, so if it's a choice between checking out a bug with everything handed to me, and one that takes me half and hour to set up, guess which gets looked at first

Matty H
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Posted: 24th Feb 2010 20:01
haliop
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Posted: 24th Feb 2010 21:21
yeah i just saw that
im not leaving the forum , i said it
but i want to see progress.

and
TY IanM.
kklouzal
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Posted: 25th Feb 2010 05:02
I nominate this thread for a promotion to Sticky status.
haliop
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Posted: 25th Feb 2010 06:32
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Marsh0
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Posted: 25th Feb 2010 06:34
Guys there is no point in spamming for a sticky, he is a moderator if he wanted to sticky it he would have.

As for the bugs i may have run into a few when i first started learning but i may have just been using it wrong. The only one i can seem to remember is that dbSetSpritePriority doesn't work. As for a proper test of this i do not have one unfortunately.

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haliop
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Posted: 25th Feb 2010 06:36
also Memory leaks from dbText...
Morcilla
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Posted: 25th Feb 2010 10:57
Quote: "for a lot of DBPro bugs I can copy/paste code into an empty editor window, hit F5 and see the bug, all without having to save a file or create a project - with VC++ it obviously takes longer, so if it's a choice between checking out a bug with everything handed to me, and one that takes me half and hour to set up, guess which gets looked at first"

I don't want to ruin the idea of your message, that is, please guys report the bugs as detailed and testeable as possible.

But I have to say that you can save time if you make a dummy DGDK project and then copy/paste there the DGDK bug code, then again one F5 away from execution...

Anyway, I volunteer for bug testing and beta testing here

Hassan
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Posted: 25th Feb 2010 11:09
you guys should update the documentations

Isocadia
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Posted: 25th Feb 2010 11:21 Edited at: 25th Feb 2010 11:22
I fully agree with Hassan, and if you don't want to do that maybe its time we pull a team together here on these forums to do it. Also dbSetSpritePriority isn't working correctly. Just don't know how to reproduce ( sometimes it works and sometimes it doesn't ).

Isocadia

Edit: Ah, dbSetSpritePriority has already been pointed out.

IanM
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Posted: 25th Feb 2010 14:14
Quote: "But I have to say that you can save time if you make a dummy DGDK project and then copy/paste there the DGDK bug code, then again one F5 away from execution"

That would be perfectly fine, except that I can't guarantee that all of the compiler/linker options I set for the project will be identical to yours and those may be the cause or influence the bug.

There's also the logistics of you setting up projects for the one or two bugs you might be having trouble with, compared to me having to do the same for 2 bugs times 20 or 30 people, in addition to tracking those bugs down too.

Sorry, but that's the way it has to be if I'm to make any headway on tracking down these bugs at all.

haliop
User Banned
Posted: 25th Feb 2010 18:25
how about , having one deafult setting for DarkGDK?

or making a new Deafult DarkGDK Visual C++ 2005/2008/2010
this Deafult will include what one needs in order to create something including known 3rd party libraries such as Sparky's that most of us use ...
i know that can be a bit tricky , but it could work.
then , if it does work , maybe one of us Community will update the Deafult Setting with new Libraries such as BlitzTerrain and such

so actually , in the Wizard Menu
IanM can add:
DarkGdk Game
DarkGdk 2D Game
DarkGdk 3D Game
and
DarkGdk Debug Bugs Testing

so we all use this one for Testing and Reporting to you
does this sound right?
Marsh0
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Posted: 25th Feb 2010 18:32 Edited at: 25th Feb 2010 19:31
I wrote up the dbSetSpritePriority bug. Though now i am not sure if it is a actual bug or a just a misuse of code.

I have attached a zip file with the entire project showing the bug. I found that it works fine with DbSprite but not with dbPasteSprite. So simply change the dbPasteSprite to dbSprites and the program will work as intended.

If i do not understand the command properly and it is not a bug then sorry for the trouble. But this may be what users are having problems with. I have found in my code i need to use the dbPasteSprite and not just the dbSprite so i would love for the functionality to still work. You can semi fix it by hiding and then showing the sprite.

The project has all media required.

Project: http://www.freemmorpgmaker.com/Sprite-Priority-Bug.zip

Code:


Screenshot:


Here is the media if you do not wish to download the complete project.



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Diggsey
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Posted: 25th Feb 2010 19:28
Obviously sprite priority will not affect dbPasteSprite. Since the priority only affect the draw order of sprites, and using dbPasteSprite forces a sprite to draw at a particular location when you call it.

To change the draw order, call dbPasteSprite in a different order.

Marsh0
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Posted: 25th Feb 2010 19:30 Edited at: 25th Feb 2010 19:31
Alright then, sorry for the trouble. Seems to work then as far as i can tell. Didnt test it to much.

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IanM
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Posted: 25th Feb 2010 22:34
@Marsh0,
No matter. However I do want to point out that your zip file contains exactly what I am after to reproduce bugs. It took me about 30 seconds to extract the contents, load up the IDE and run the code, and that's the kind of setup time I'm after.

To make the file smaller, you can remove the .ncb file and the Release/Debug directories. Although there are also other files that can be removed safely too, they are too small to really worry about.

You can also upload the zip file to the forum if you don't have hosting of your own.

@haliop,
I understand where you are coming from and if you want to try and produce a standard solution for VC++2008 without any third-party libraries and get people to use it, then I'm all for it. However, that does also make it even easier for people to submit a complete solution in the bug forum too

If you do include third-party libraries, then you need to be very sure that they are not causing any of the bugs before you submit a bug report.

Now, where's that demonstration of the memory leak you were talking about?

Aldur
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Posted: 26th Feb 2010 01:35
I think Haliop may have been referring to the dbStr() function's memory leak, not dbText().

haliop
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Posted: 26th Feb 2010 07:31
ohh lol i thought it was the dbText()
well , yeah the dbStr() i didnt even knew about this bug
but it has 1000000000 threads on the forum , so people are or one
using char* buffer to save the dbStr() result and then deleting it
or using the old C++ things like iostream and stuff can't really remember , im not much of a coder actually
Isocadia
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Posted: 26th Feb 2010 09:07
I was told to use this instead of dbStr ():



Isocadia

Aldur
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Posted: 26th Feb 2010 09:23
That's almost right Isocadia but your buffer size is smaller than your actual input variable so if you ever exceed this amount you will get a buffer overrun.

It is easier to just do sizeof() so in your case it would be:



Isocadia
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Posted: 26th Feb 2010 09:38
oh yeah, that first line was handwritten and rest copy pasted, didn't check them. But the fact is that that way is used instead of dbStr ();

Isocadia

Isocadia
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Posted: 27th Feb 2010 12:35
What isn't really a bug but I believe that alot of people would want is a thread safe GDK. I don't know if its alot of work but a thread safe GDK would be really nice.

Isocadia

Mireben
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Posted: 27th Feb 2010 14:59 Edited at: 27th Feb 2010 15:00
I bumped/created several threads in the bug reports section, with attached projects.
Marsh0
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Posted: 27th Feb 2010 16:48
Damn! nice job miraben.

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IanM
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Posted: 10th Mar 2010 14:32
Any more?

I have just 3 confirmed right now and 1 'to be investigated'.

Nightmairs
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Posted: 10th Mar 2010 14:46
http://forum.thegamecreators.com/?m=forum_view&t=166346&b=22&msg=1976864#m1976864

sry to double post but im having some issues with this and i guess u already know about the fog.
IanM
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Posted: 11th Mar 2010 15:04
With what? You appear to have solved your object looping problem, and your comparison of char* strings is just the wrong way to do it (hint: use strcmp).

IanM
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Posted: 11th Mar 2010 21:16
1. Dots - Unconfirmed
2. Missing prototypes - Newly confirmed today, alongside your one
3. Antialiasing with sprites - Duplicate with the DBPro equiv, so I didn't count that one
4. Changing first var - Confirmed
5. No delete terrain - Confirmed
6. Black fog - Confirmed

Of the new ones:
1. Transparency clones/instances - not confirmed just yet.
2. Shadows - Confirmed
3. Dark Shader & Sparky's - not confirmed yet because I don't think either is TGC code. I am confirming that and will get Paul involved either way.
4. Missing prototypes - Confirmed

Thanks for getting those reported.

haliop
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Posted: 12th Mar 2010 06:35
IanM!
ty so much for doing this!
this will upgrade the code and the community aswell.
Morcilla
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Posted: 12th Mar 2010 10:32 Edited at: 12th Mar 2010 10:36
Quote: "Of the new ones:
1. Transparency clones/instances - not confirmed just yet."

Well, please bear in mind that this is the most important one to me.
It prevented my latest release from being published with DGDK 7.4, as the workaround is to make different objects for each particle (kind of ridiculous for performance reasons).

Already talked a lot about it,



but now I've catched it in that bug report.

So it happens since 7.3, but previous DGDK versions work perfectly fine.

bloodmage2
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Posted: 12th Mar 2010 22:16 Edited at: 12th Mar 2010 22:42
oh happy day.

1: dark gdk is unable to be used in .lib's and .dll's, upon linking, functions defined in core.lib conflict with default libraries. upon using "/NODEFAULTLIB", all darkgdk functions become undefined

2: upon using dbPerformChecklistForDisplayModes(), the debugger reports an read access violation at 0x00000594, regardless of place in program.

EDIT: scratch that, ANY checklist function causes a read access violation.

3: all rendering functions (dbLoadObject, dbPositionObject) fail when using my desktop, but not my laptop. differences:
desktop has nivida graphics card, laptop has chipset
desktop has more ram, and faster processor
desktop has external monitor, using hdmi cables.

-to the optimist, the glass is half full. to the pessimist, it is half empty, to the engineer, it is twice as big as it needs to be.
http://www.lionsbloodstudios.justinman.net/index.htm
IanM
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Posted: 12th Mar 2010 23:12
1. Code please.
2. Code please.
3. Update OS, drivers, DirectX 9 then try again. If it fails, please give full system specs.

@Morcilla,
I've rejected that bug, but PLEASE read what I've written in reply first and try out the project I've uploaded. It also includes a slightly more detailed DBPro version of the code with a few controls added (that I ended up not really needing).

Dark Shader & Sparky's, and missing Dark Shader prototypes are now confirmed as Dark Shader is NOT third party ... not that it mattered much either way really, as Paul wrote both of them.

Morcilla
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Posted: 13th Mar 2010 13:47
Ian,

glad you found the way, I'll be trying it in my production environment.

You say
Quote: " I've discovered a few more limitations of instanced objects (note, NOT bugs)."

Well, what I am exactly reporting is that those limitations are new and they were not present in any previous version prior to 7.3.
Those limitations have been introduced with the new updates, so perhaps that's something that Lee would like to (or should) know.
I don't know if it is a new limitation made on purpose, so I report the change.

The bug report gives information about a a change in behaviour, and that change cannot be argued.
I would tell Lee and let him decide if any action, revision or nohing is needed regarding this.
My advice is to confirm the bug report.

Whatever you decide, thanks again for the bug review, and I'll try to apply your way in the main project, I'm kind of sure that it will work

Mistrel
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Posted: 13th Mar 2010 14:15 Edited at: 13th Mar 2010 14:15
Quote: "you guys should update the documentations"


Although not specifically targeted at DarkGDK, once the implementation is complete for generating documentation for the C++ port, it will be possible to generate accurate documentation for DarkGDK by modifying the PureGDK documentation templates.

I encourage anyone who has every considered the DBP/DarkGDK documentation to be the bane of their troubles to consider donating a portion of their time to help make it better.

I'm looking for tutorials, screenshots, articles, and code snippets:

http://forum.thegamecreators.com/?m=forum_view&t=167219&b=1&p=0

bloodmage2
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Posted: 13th Mar 2010 19:32
Quote: "1. Code please.
2. Code please.
3. Update OS, drivers, DirectX 9 then try again. If it fails, please give full system specs."


well, one and two would require to post something deep inside of something that is in the ballpark of 4500 lines. what should i do?

i can give this though: i follow the tutorial in the VC++ help files to create a dll verbatim, and this works fine. however, upon #include 'ing "DarkGDK.h" a number of functions become multiply defined. ignoring these libraries cause all darkGDK functions to become unresolved.

the third one: yes, i reinstalled everything too, and it still doesn't work.
specs:
CPU: 2.95 GHz dual core
RAM: 4 GB
Hard Drive: 160 GB internal, 1 TB external
graphics: Nividia 9800 GT GeForce with latest drivers
direct x: compatible up to and including 10

-to the optimist, the glass is half full. to the pessimist, it is half empty, to the engineer, it is twice as big as it needs to be.
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Amnzero
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Posted: 14th Mar 2010 06:00
Alright I found a problem with the dbCL() function. It always returns an empty string. I attached a solution file for VS 2008 wich demonstrates. The application is supposed to take two command line arguments as strings surrounded by quotation marks, then display them on screen.

[url="http://neovance.com/"][/url]

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IanM
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Posted: 17th Mar 2010 15:47
Quote: "Well, what I am exactly reporting is that those limitations are new and they were not present in any previous version prior to 7.3."

If those commands did anything in earlier releases, then they were doing so as the result of a bug. Those kind of settings have always been stored at the mesh level, and as an instance has no meshes of its own, then they can only have been updating the original object.

@bloodmage2,
Bugs unrelated to the GDK may cause apparent bugs in the GDK - this is why I ask for small projects rather than entire games to prove the bug as this is far less likely to happen in a small project, and if it does, it's easier to spot.

Both of your reports should be easily reproducable in a small project.

In addition, please read my post of 25th Feb for more reasons on why I need a complete project.

Cuddle Bunniezzz 12
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Posted: 17th Mar 2010 17:03
Quote: "
I'm looking for tutorials, screenshots, articles, and code snippets:"


Hmm, I could help with that.

I've got a tutorial on how to use use dbText() (the right way) together:
http://www.darkgdk.us/index.php?page=8

Another tutorial on RGB:
http://www.darkgdk.us/index.php?page=10

http://www.darkgdk.us/ <- You can now submit pages, upload images, yet were lacking content. We need your help!
Morcilla
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Posted: 17th Mar 2010 19:02
Quote: "If those commands did anything in earlier releases, then they were doing so as the result of a bug. Those kind of settings have always been stored at the mesh level, and as an instance has no meshes of its own, then they can only have been updating the original object."

Okidoki, I just work here
Now seriously, I understand. If you know that this is the way it should be, then great, I just wanted to make sure that you know, and that everything is in place.

Got a couple more for you:

A classic one,

[DGDK 7.4] .3ds files do not load

It could be helpful to have this addressed. For example, I plan to let users to load custom objects, and having them converting files to .x is one step more for a procedure.

And,

[DGDK 7.4] Load Image: "iDivideTextureSize" doesn't work if "TextureFlag" is set to 1

haliop
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Posted: 29th Mar 2010 09:32
hello IanM
i dont want to be rude,
just wanted to know , whats up and hows the bug killing goes and do you need any assitance in testing for bugs?
Hassan
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Posted: 29th Mar 2010 15:09
dunno whether this is a bug or not, and dont even remember what it was exactly, but i remember that i had some problems with objects with alpha, wrong order or something like this, do GDK arranges objects render with alpha from the farthest to the closest? if so, then i think my code was wrong

IanM
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Posted: 29th Mar 2010 21:03
Quote: "do GDK arranges objects render with alpha from the farthest to the closest?"

Yes, but the sorting uses the centre-point of the object for this, so overlapping ghosted/transparent objects may have issues. Maybe it should use the centre less the object radius and use that as the sort distance ... It's certainly worth checking out. If you'd like to send a zipped solution directly to me that has this problem then I can get it checked out.

@haliop,
All bugs that have been posted have been checked, and where they have been confirmed, have been added to the development list. Right now, fixes are being made to code that affects both the GDK and DBPro. Once that's done, then the GDK-only bugs will be fixed.

Hassan
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Posted: 29th Mar 2010 21:24 Edited at: 29th Mar 2010 21:25
ooo yeah i remember, i used to position all of them in the same place, but with diffferent scale, so alpha messed up, i think you should consider size in determining the arrangement of the objects if they're in the same place so it looks better ( from smaller to larger )

no need to give a zip, i think it's clear

but you might want to check out this [http://forum.thegamecreators.com/?m=forum_view&t=165965&b=22] post, which is another problem with transparency

haliop
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Posted: 30th Mar 2010 00:25
ty for the update
Morcilla
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Posted: 9th Apr 2010 17:48
bjadams
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Posted: 11th Apr 2010 13:54
i'm glad that tgc has merged the main soucre of dbp and gdk and is investing time & energy in fixing bugs. well done.
IanM
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Posted: 19th Apr 2010 15:24 Edited at: 19th Apr 2010 15:24
It always was merged, but not built at the same point in time. Also, due to the different ways in which the code is compiled, other differences in bugs could appear too.

Anyway, no source commits have been made so far this month due to 1. throwing my back out (it's hard to code when you're flat on your back), and 2. working by butt off at my day job. I'm hoping to have a few more bug fixes in place by the end of the month though.

bjadams
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Posted: 5th May 2010 12:46
looking forward to the new version of gdk then
asdronin
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Posted: 7th May 2010 05:49 Edited at: 7th May 2010 05:50
Sorry to come in here with this but Im not totally sure this is exactly the same issue described before while transparent objects overlap.

I have noticed that placing several transparent object one after another (making queue but not even touching each other) this causes the transparency effect to look wrong when you see it in certain order, and when you see it in the opposite order it looks good, I think this has to do with the id objects get when created, I can provide sample code to explain more what I mean.

Again thanks for taking the time in improving the DGDK and sorry if this is already spotted with the other major transparency issue commented before, I just dont know and prefer to ask if maybe this could be linked to the other bug

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