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DarkBASIC Professional Discussion / Converting my 5000 line Classic program to Pro

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Xander
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Posted: 1st Oct 2003 06:29
This is about my huge 5000 line RTS game. No it isn't a bunch of mumbo jumbo. It is actually that big.

Anyway, I have been working on it for months, and it is an awesome game, at least in DB Classic. I just got Pro on Monday, and really really want to convert my game to Pro. I want to add particle effects, and I think it would run faster in Pro.

But I have run into some serious problems. I fixed the minor differences between the languages, like the same variable types in for next loops, ect... I even took out the matrices.

However, it just won't run. It freezes. I can't even press F12 to make it quit. At least I can hit cntrl-alt-del to quit it. My program stops responding. Has anyone else ran into a problem similar to this. I converted all of my models to .x files instead of .3ds. I ran it in debug mode to step through the program. I stepped it all the way through the loop once. Didn't feel like doing it again. But it got all the way through the loop once, without incident. I then clicked run, but it froze again. Sorry I am not posting any code, but the program is 5000 lines long, with over 15 MB of media. It is going to be a commercial game.

Thanks in Advance... Xander

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
Dave J
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Posted: 1st Oct 2003 06:40
There's a plugin for the current DBP IDE called "DBP Power Tools", I believe that includes a DBC to DBP code converter so you might want to run it through that in case you've forgotten something to change:

http://www.colorarts.de/dbprotools/


"Computers are useless they can only give you answers."
BatVink
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Posted: 1st Oct 2003 16:11
2 good looking plug-ins - thanks for the link Exeat

I have a DB project to convert that won't run, I'll see what the plug-in does for it.

I'm like you Bolt, my DB Pro is on the way, can't wait to add additional effects to my old projects.

BatVink (formerly StevieVee)
http://facepaint.me.uk/catalog/default.php
Rob K
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Posted: 1st Oct 2003 19:08 Edited at: 1st Oct 2003 19:10
Generally speaking, converting anything larger than a couple of hundred lines from Classic to Pro is very difficult, without recreating the program from scratch.

Reasons include:

- All the scales have changed
- Virtually every command produces slightly different results in classic & Pro, particularly where a lot of media is involved.
- Sometimes you can play around with display modes to get results.

It took me 5 hours to convert a fairly simple 500 line game from Classic to Pro.

Ian T
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Posted: 1st Oct 2003 20:39
I've actually found Classic to Pro conversion rather easy, but it may be because I use less troublesome command sets than others do .

I could try to help you translate core pieces of the code if you want. I'm often on the IRC channel and my mail is in my profile.

--Mouse: Famous (Avatarless) Fighting Furball
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Xander
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Posted: 1st Oct 2003 20:41
Wow, nice responses. Thanks, guys.

I will download those plugins. I will also take into account the scale changes. If I still can't get it I will contact you, Mouse.

I will respond again in couple days.

Later

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
Xander
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Posted: 2nd Oct 2003 21:19
I downloaded the tools. They are pretty cool, I really like the memory freer (is that right spelling?). The "Classic to Pro" converter simply takes rems out the Classic only code. I then remed out every subroutine in my game, and it runs fine. I went through every subroutine and found the one that doesn't work. Then fixed the extreme slowdown. Grabbing images during loops slows down Pro extremely, but goes fine in Classic. Very wierd. I am fixing all the differences and going through the specific subroutine to try to figure out what makes it freeze. Otherwise the program is very fast: 150-180 fps (without the bad robot control subroutine) instead of 40-50 in Classic. Can't wait to get it working.

I'll keep you updated. Right now I am on a computer in CAD class. Probably shouldn't be doing this.

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
Ian T
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Posted: 2nd Oct 2003 21:42
Congrats Bolt . Good luck with your program!

--Mouse: Famous (Avatarless) Fighting Furball
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Rob K
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Posted: 3rd Oct 2003 01:30
@Bolt

Looks like you had more luck than me

GET IMAGE is very slow indeed in Pro.

Xander
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Posted: 3rd Oct 2003 20:35
Dang... DB Pro is slow in many other areas

My explode objects consist of some debris, and when an explosion occurs it slows down to about 2 fps. Horrible. Maybe when I get DirectX 9 downloaded I can install the newest patch and use instance objects instead. Are they faster?

Until then, I will work on my Alienware compo game...

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
Rob K
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Posted: 3rd Oct 2003 20:37
@Bolt

How are you doing your explosions?

Ian T
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Posted: 3rd Oct 2003 21:11
'I can install the newest patch and use instance objects instead. Are they faster?'

The newer upgrades are indeed faster and object instances are too...

--Mouse: Famous (Avatarless) Fighting Furball
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Rob K
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Posted: 3rd Oct 2003 22:08
Ah yes, forgot to mention that. DBP Retail is VERY slow with lots of objects on screen, this was fixed in P4.1

Xander
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Posted: 4th Oct 2003 06:34 Edited at: 4th Oct 2003 06:39
I thought I had Patch 4.1

My explosions involve the following:

-Two ghosted plains with animated explosion textures applied, pointed at the camera at all times.
-About 20-40 debris objects, depending on the size of the explosion.
-Two shockwave animations, on ghosted plains that expand and fade out.
-Sparks that shoot out and fade out.
-Create objects that fade and rise up.
-Create one large debris object representing the blown-up object.

All the above depends on your in-game options, all can be turned on or off, except for the main explosion.

Here are some screenshots (very old, but you get the point.)








Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
Xander
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Posted: 4th Oct 2003 06:59
Just a minute... I will go take some new screenshots and post them.







Sorry they are a little low quality, but they are about 1/10 of their original size, makes for much faster loading.

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
Toothpick
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Posted: 6th Oct 2003 02:19
good looking stuff Bolt


What is it anyway?
Xander
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Posted: 6th Oct 2003 04:17
Can you actually see it?
My server is horrible

Click on these links to see the pictures of the explosions in my game (Rob K asked

http://wave.prohosting.com/boltsoft/new1.jpg
http://wave.prohosting.com/boltsoft/new2.jpg
http://wave.prohosting.com/boltsoft/new3.jpg

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
Wik
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Posted: 6th Oct 2003 04:34
404

The rock has rolled!
John H
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Posted: 6th Oct 2003 14:42
Ya Prohosting cant find the page

Great job converting bolt Hope to see it all up and running soon

RPGamer

Current Project: Eternal Destiny
We need a texture artist!
If your interested email me - [email protected]
Xander
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Posted: 6th Oct 2003 21:14
Did anyone see them? You should be able to copy the text into the address bar and go there...

Try it, the screenshots are awesome

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
MikeS
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Posted: 6th Oct 2003 23:57
Those are some nice screenshots Bolt.

I know I said this in your W.I.P post(probebly 2-3 months ago), that you have an awesome game going with commercial potential.



A book? I hate book. Book is stupid.
Xander
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Posted: 7th Oct 2003 08:05
Thanks man
I will not be letting everyone test it anymore, being that it is getting so close to completed. If you are really interested in testing it, please email me so I can tell you where to get it from.
Yellow, RPGamer, or anyone else. Preferably if you have experience playing RTS games, and can give good advice, not just to play a game for free.

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works

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