If you don't know me, I'm a LONG time user of DB. Up until a few days ago, I had not touched any incarnation of DBpro. I decided to download the Alienware competition demo version to give it a real test before I finally purchase it.
Up until a few moments ago I was pretty impressed with it. That is until I realized that the UGLY OLD rotation bug STILL exists. WHY???
Why must XROTATE OBJECT, YROTATE OBJECT and ZROTATE OBJECT act differently? Two of them use the global axis for rotation and one of them uses it's own local axis. This has been a bug since the earliest versions of DB Classic. It has always been there and, for some reason, still isn't fixed.
XROTATE, YROTATE and ZROTATE should all use GLOBAL axis.
PITCH, ROLL and TURN should all use LOCAL axis.
It baffles me why this can not be straigtened out. I've been using DB since '99 and have been PATIENTLY waiting. Somehow I am beginning to doubt that it will ever be fixed.
Now that I vented my frustration I feel a bit better. I have money burning a hole in my pocket and I am really wanting to buy DBpro. Please fix this problem and I will be your newest customer.
Here is some sample code to show what I am talking about
sync off
sync rate 0
autocam off
backdrop on
color backdrop RGB(0,0,0)
make object cylinder 1,1
color object 1,RGB(255,0,0)
position object 1,0,5,0
scale object 1,100,1000,100
make object cylinder 2,1
color object 2,RGB(0,255,0)
position object 2,0,0,5
rotate object 2,90,0,0
scale object 2,100,1000,100
make object cylinder 3,1
color object 3,RGB(0,0,255)
position object 3,5,0,0
rotate object 3,0,0,90
scale object 3,100,1000,100
make object sphere 4,2
glue object to limb 1,4,0
glue object to limb 2,4,0
glue object to limb 3,4,0
position camera 15,15,15
point camera 0,0,0
x# = 0
y# = 0
z# = 0
do
if upkey() = 1 then x# = x# + 1
if downkey() = 1 then y# = y# + 1
if rightkey() = 1 then z# = z# + 1
xrotate object 4,x#
yrotate object 4,y#
zrotate object 4,z#
sync
loop
WOLF
HOOOWWWLLL!!!