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DarkBASIC Professional Discussion / whats planned for patch 6

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indi
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Posted: 9th Oct 2003 17:24
Las6(lassix)

I dont see how that shows they are inadequate.
I know a bad artist from any field either digital or realworld blames his tools for his short commings.
I can make a airplane in the code snippets section complete with a spinning propellar from limbs that doesnt have the trouble you seem to be suggesting at all.
I would imagine its even easier with a helicopter. Im guessing its your lack of information and usage about them because I cant fathom what you did in your example with a few lines of information about it. You put forth a statement saying they didnt work for you yet the only information you posed was that you gave up after a short while and said they should be scrapped without any thought to the actual usage. Thats a real objective stress test of them isnt it?

Now as for an example, granted this is the older modellers model which wont be used u can clearly see im not struggling with limbs and usage of them. I dont claim to be the worlds best coder in DB but you can see If I can fathom this aspect Im sure you can as well, if you apply yourself.

These early tests give u another example and indication of whats possible with limbs.

o yeah im really struggling here lol
I have a segmented base model with a glued object onto one of the limbs and another glued object to that limb which is atached to that limb.


yup and im struggling here also


Yes i was being condescending in case you missed it in those remarks.


As for matrices being so evil, that a real logical argument you put forth.
There are alternatives you can use if you want to explore them, One example is to mimic a matrix with a memblock and lots of 3d plains.Im sure you knew that already so I can hardly assure your greivances with this product when its clear you dont have a objective understanding of the commands u gripe about in the first place.

Im sure tho that with your indepth testing and so forth that you have the definitive answer on them as well.

I requested rotate matrix tile today which kinda eliminates the fact that matrices are not still being developed and will be around for a long time if you use them or not regardless of your hardly scientific approach and interpretations of what you may think is a bad idea or command due to lack of experience with them.

You know what?, I got a reply saying how that was possible and in a future upgrade of DBP it will be added in.

Im sure if you were clever enough you would have written your own 3d engine, now let me guess you havent even thought if it will be orthographic or perspective based, let alone how your raycasting pipeline will work.



I dismiss your arguments with the points above but feel free to add more input if you have something more constructive.



Rob K

Most older version of direct X use limbs as well as many game engines prior to mesh deformation type approaches. Some even use a hybrid form of the two in unison. If im not mistaken the quake 2 model format is a combo of both, You would be eliminating features if you removed them and that would be a backwards approach to some problems at hand. Since a limb in DB is the exact correlation to a series of grouped mesh objects in an x model I would imagine it silly to dismiss the current state and usage of them as they are now.


I dont need to spend this time correcting your misinformation but I guess I am. There are so many users on these boards who throw around information that is clearly incorrect without thought as to what it does to newer users who are trying to make objective assumptions about a product. Its very simple You cant trust the information presented here until you try it yourself and seen the results with your own eyes, discussed it with people who have also done it with there own intestinal fortitude and shared results to dimiss the incorrect results. Its the same in science, no scientist can say this is that until he has proven it in all angles that it is indeed that way. Imagine what fellow scientists say to an argument based on flaws they would dismiss his technique as sloppy and inferior.why would coding be any different. ITs not.



Summary


This post was directed at the creators to answer whats going to be added to DB patch 6. It wasnt for me to spell out this information for you guys who are not being very scientific in your approach to your arguments in the problems you appear to be having.

If you want something fixed or changed, you already know the correct channels to go about it but I dont need to elaborate on that again do I>?. DBP is at a time where u have the opportunity to add features you want and if you havent presented them in a clear light then whos the foolish coder? Its very Simple to request your own modifications, if you havent then continue shooting yourself in the foot all you like.

Terabyte
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Posted: 9th Oct 2003 18:36
As i wrote the post i can say about this

"This post was directed at the creators to answer whats going to be added to DB patch 6."

It wasnt exclusive for creators. It was also there to see if anyone wanted to comment on what was going to be put in patch 6

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Rob K
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Posted: 9th Oct 2003 20:21 Edited at: 9th Oct 2003 20:23
@Indi

I think you still don't understand what I am trying to say.

What Drake is suggesting is not to get rid of limbs, but have a different way of interacting with them, which would be more flexible.

There are an awful lot of things you cannot do with limbs at the moment, you cannot set limb alpha for example. I know there are roundabout ways of doing it. However, in Blitz, you load the object, use GetChild(), which returns an entity, you can then use ANY of the entity commands on it. In DarkBASIC Pro, this would be like being able to treat a limb as an object. You could then use any of the object commands on it, hence TGC wouldn't need to write seperate functions for limbs.


As for matrices, the built in ones are convenient, but fairly limited. Hence I use object matrices. The chief advantage of creating your own matrices via memblocks is speed. DBO matrices are over 3x faster than normal ones on my PC. Fortunately DarkBASIC is very flexible when it comes to low-level 3D stuff like that

Shadow Robert
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Posted: 9th Oct 2003 20:49
i figured thats what he was asking... i think the general consensis is more that we want control of the axis points for each limb.

I know that for my Desert Fox game i would've given anything for an axis point, because i had to edit the rotation of my rotarblades and then i had to offset the position of them then i could rotate the helicopter itself. it was all just a performance when an axis point for that limb should've been used.

Surreal Studio IanG
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Posted: 9th Oct 2003 21:47
will you be adding a way to make your own dll's in dbpro in the future, or will we just have to buy c++ or something else like that
Terabyte
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Posted: 9th Oct 2003 22:16
"you cannot set limb alpha for example"

Yeah... ive been wanting to do this for ages...

just out of interest...

can you ghost er... polygons?.. on an object

Its just some of the dark matter models have parts of them (i.e. windows) e.g. jet pilot cabin. which in real life would be ghosted but cannot be ghosted because there is not ghost limb command
if there was it still wouldnt help because the window isnt a limb but it does contain separate olygons to the rest of the object. So far i have spent ages in a modeling package (which i cant remeber the name of ) trying to delete verticies export as an object only to find that the animation in the object has disappeared.

So..

Request. Ghost polygons
Is it possible? When will we see it in DBPRO?

thx

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Rob K
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Posted: 9th Oct 2003 22:20
The animation commands WILL be improved for U6, but expect additions rather than radical changes.

las6
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Posted: 10th Oct 2003 00:23
Indi, but your own example goes to show the problem with limbs. You must use the glue command for another object, instead of doing it totally with Limbs. and Yes, I didn't work on the helicopter example for very long, but I have used limbs in the past (mostly in DBc) and found them to be just too messy. They do the job, sort of.
It doesn't matter if I spent 10 mins or 10hours on the example, cos it didn't take long for me to see the problems with limbs. axis point and hierarchy for example. Sure, there are always workarounds, but doesn't that mean that the system isn't good enough?

as for why I requested such command that would (hopefully) lessen the amount of matrices used in DBpro games, here's my reasons:
a) Matrices are slow. But some people don't know it.
(they have improved this, but it's still slower on larger matrices)
b) Matrices don't always mipmap very well (sometimes the reason for "a)"
c) Editing normals on a Matrix and an identical Object results in very different visuals. Objects tend to be a lot smoother than the matrices. = Matrices don't look as good as objects.

Me, I have no problem with doing a function that creates the object via memblock or to a .x file, but I'm not thinking Just about myself here.

- - -

Quote: "Im sure if you were clever enough you would have written your own 3d engine, now let me guess you havent even thought if it will be orthographic or perspective based, let alone how your raycasting pipeline will work. "

Now who's being silly here now?
Why would I want to write my own 3d Engine? and I do know about orthographic and perspective views, so the question is, Do you know how raycasting pipeline works? Besides, how is this relevant to Anything? Or did you just felt like putting people down for no good reason?

a little moderation, please.

DMXtra
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Posted: 10th Oct 2003 01:22
Dreamflower,

I will make sure Lee and Mike know about blendmapping 24 not working, its really not that hard to send a simple email to have this bug fixed. I email Mike Most of the time asking your questions and reporting back to you.

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indi
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Posted: 10th Oct 2003 04:16
the images show objects glued to objects, A heirachy of mesh objects in an x file is direct representation of limbs. Other tests where u create the limb heirachy with code would require u to glue an object to a hidden limb.

I cant be bothered explaining myself anymore with this post. Im off to work on my game some more, theres no point trying to lead a horse to water.

ESC_
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Posted: 10th Oct 2003 05:02
How about loading vertex colors? Mike said that he was going to just tweak a .dll some and he could add vertex colors soon. Is there any chance this will be added before the compo?

"That's not a bug, it's a feature!"
"Variables won't, constants aren't."
DrakeX
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Posted: 10th Oct 2003 07:23
sigh, indi. you don't seem to get it. we're not attacking you, we're not completely stupid and we know what the use of limbs is. however the current system is somewhat useless. your example simply shows how to work around limbs, not use them. as for model prototyping and whatever -- this would be entirely possible (and much easier!) with a better inbuilt heirarchy system.

but, have it your way. we're obviously not as smart as you so why bother even trying to comprehend what you're saying

stop looking at me!
Terabyte
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Posted: 10th Oct 2003 16:25
"I cant be bothered explaining myself anymore with this post"

didnt ask you to in the first place

the topic was patch 6
not can indi explain himself
no doubt ill get sombodies boot up my butt for this

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Terabyte
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Posted: 10th Oct 2003 16:29
i never thought i'd create a post with so many viewings ... hmm it is a big topic tho

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snailian
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Posted: 10th Oct 2003 18:18
Maybe we can start an "Indi explain yourself" thread. I see it as a place where he can be right, on top of getting in the last word. It would be Inditopia. Alas, he would probably turn the thread into something it's not, thus ruining it's appeal.

(Terra, I'll take the boot in the butt on this one ;] )

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SquadraCorse
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Posted: 10th Oct 2003 18:48
For what it's worth, I'd really like to see them add:

1. The ability to require variable declarations if I want to.
2. The ability to pass local variables from one function to another.
3. The ability to return a custom type from a function call.

Bug fixes are a must and new features are great but it's hard to write and manage complex programs when every typo is a new variable and you can't use simple function calls without work-arounds.

John B.
M00NSHiNE
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Posted: 10th Oct 2003 22:50
Aahh, back to the original subject. I remembered this quote and thought it might have been of some significance.

"Bugs are bad. Kill bugs before they start to breed."

- Jamie Fristrom, senior programmer, Treyarch Invention

"It's amazin' what you can do with a computer and access to t'internet"
Scraggle
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Posted: 11th Oct 2003 13:59
Since we are back on the original subject can I ask for:

A revised manual in PDF format would be nice. Including all the new commands that have appeared in the updates since the manual was written and maybe some better explanation for a lot of the commands, the 3D maths chapter being a prime example.

Help files are all well and good but I prefer a book with pages, I find it easier to use.

This (obviously) doesn't have to be released with update 6, I'd just like to know that it is on the way.
Mussi
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Posted: 11th Oct 2003 15:41
I would like to see bone control in the new patch .

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jrowe
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Posted: 11th Oct 2003 19:08
I'd like to see the LOD terrain command set fully implemented. I know I could use matrices but I don't like them and I fully adimit I'm too lazy/stupid to make my own memblock fake matrices.

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ESC_
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Posted: 11th Oct 2003 21:45
Mussi, have you seen this?
http://darkbasicpro.thegamecreators.com/?m=forum_view&t=17907&b=3

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"Variables won't, constants aren't."
Rob K
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Posted: 11th Oct 2003 21:57
Quote: "theres no point trying to lead a horse to water."


Indi, you are not reading our posts, or you are misunderstanding them.

Let me use an analogy. Imagine the object is a house, and the limbs are rooms.

The current system is like being able to paint the whole house, but not individual rooms on their own., or being able to change a house to one made of wood, but not change an individual room on its own. This seems a rather annoying limitation.

What has been suggested, is that objects would be treated as structures, with "child structures" (limbs) inside them. Then you can interact with an object structure in the same way you can interact with a limb strucutre. No limits. Obviously some things you can do with an object you cannot do with a limb, but you can do most things.

It should not be necessary to mess around with Vertex Alpha and memblocks to set a limb's alpha level for instance.

I hope this clarifies things.

Going back to the original subject of this post...

Mussi
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Posted: 11th Oct 2003 21:58
no, but i don't have milkshape eighter...(really starting to hate this 3dsmax that i bought only a month ago). is there an .X exporter for 3dsmax 5.0?

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Chenak
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Posted: 12th Oct 2003 01:19 Edited at: 12th Oct 2003 01:20
You bought 3dmax 5? and you hated it? right... and u didnt think to try the demo before you spend £3000 for an advanced piece of software

Any theres panda x exporter which you can get from http://www.maxplugins.de
Anyway what i really want to see in u6 is an "intersect bsp" command so we can right our own collision routines, you cant really do anything with bsp in dbpro at the moment. Its too limited.

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MikeS
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Posted: 12th Oct 2003 04:57
Hey any chance on adding support for .cob files, or better yet, joint and IK animation.(specifically from truespace I'm speaking.)

Well, if not, good'o bone animation



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Duffer
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Posted: 12th Oct 2003 11:32
Blimey! the chap who posted the first message must have been worried he'd started the Third World War

@ TCG & Forum in general - DBPro is a fantastic piece of kit - but like mostly everything else there is always room for improvement and people can always suggest things... what I dont understand is why everyone gets so 'het up' about it

@ Indi,

"This post was directed at the creators to answer whats going to be added to DB patch 6"... let's see some meat to the answers then...

@ RobK,

"The animation commands WILL be improved for U6, but expect additions rather than radical changes."...?

@ Indi & Rob K, ...For the simpletons among us like me who have been waiting and yearning for some time now for Save Object & Append Object for *.dbo files and Object Keyframe manipulation commands, will these now be definitely implimented in Upgrade 6 or not?

@ RobK,

When you say that animation will be improved by way of 'additions' what sort of things do you mean or can you hint at now?

... and going back to the original message on this posting... can anyone suggest in any kind of a meaningful way the eta for upgrade 6?
DMXtra
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Posted: 12th Oct 2003 11:55
Quote: "
@ Indi & Rob K, ...For the simpletons among us like me who have been waiting and yearning for some time now for Save Object & Append Object for *.dbo files and Object Keyframe manipulation commands, will these now be definitely implimented in Upgrade 6 or not?
"


Lee and Mike both said this should be in for upgrade 6, its not currently done just yet, but upgrade 6 doesn't get released until around Christmas, so we still have a ways to go yet...

A lot of the main things like Advanced CSG, lightmapping, Low level vertice access, Octree(called nodetrees in DBPro) with advanced portal system and collision system is finished for upgrade 6 and we still have almost 3 months to go.

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Rob K
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Posted: 12th Oct 2003 12:06
Quote: "what sort of things do you mean or can you hint at now?"


More commands for handling bone-animated models, the ability to directly move, rotate & edit the bones. This means that you will be able to create smoother animations with bone-based models.

SAVE OBJECT actually already exists since P4.1, but you need to make a minor hack to the DLL to enable it. It will definately be available in U6.

Duffer
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Posted: 12th Oct 2003 15:36
@ DMXtra & RobK,

Thanks for that. Looks like a lot has already been done on U6. Hope Append Object is also included for use with .dbo files (will allow us to mix and match and combine animations for similar objects) and it would be smart if you could transfer animation keyframes from one Object to another similar object...

I think Mike suggested under U6 we'd be able to colour vertexes under U6. Could we also effect texture at vertex level? ie. could we then ignore Matrices altogether...?
IanM
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Posted: 12th Oct 2003 15:44
You'll be read and modify all vertex positions, normals, diffuse (colour) and texture coordinates for all texture levels
Terabyte
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Posted: 12th Oct 2003 16:33
lol world war 3??!!!! everyone into the bomb shelter

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Mussi
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Posted: 12th Oct 2003 17:27
how should i set the settings for pandaX to let it export the bonedata to?
I tryed the 3dsmax demo , but I didn't bought it for the purpose of using the models in DBP so it looked great and had my parents buy it for me as birthday and good school (report, or something like that) present, but now I am also using it for DBP :/

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WarHunterX
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Posted: 13th Oct 2003 19:14 Edited at: 13th Oct 2003 19:18
With all the problems DBPro has with even the simplest of matters, I doubt the better of features would run half as good as we all hope.. Before pumping DBPro with even more Cover-Page features that barely work, I think they should be fixing bugs.
Mussi
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Posted: 13th Oct 2003 21:57
how should i set the settings for pandaX to let it export the bonedata so you can control bones in DBP?

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WarHunterX
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Posted: 13th Oct 2003 22:59
Youre parents bought you a 6000+ dollar program for a good report card.. riight.
Terabyte
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Posted: 13th Oct 2003 23:07
lol... suddenly the word "warez" comes to mind

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DMXtra
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Posted: 14th Oct 2003 01:35
Quote: "
With all the problems DBPro has with even the simplest of matters, I doubt the better of features would run half as good as we all hope.. Before pumping DBPro with even more Cover-Page features that barely work, I think they should be fixing bugs.
"


They have been fixing bugs and will continue to do so, so this is pretty pointless. I mean where are you when a bug list is made every update of fixes that they have made.

I don't know of any cover-page features currently that don't work, from shaders to bumpmapping to BSP's to shadows.

Maybe you might want to step up your video card from the 1960's to the 21st century to start to be able to have hardware support for these cover-page features.

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Terabyte
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Posted: 14th Oct 2003 01:42
hmm yeah.... i wont comment on dark basic bugs until my new card is installed. If it doesnt work after that, then its either my code or its a db bug.. cus my card "aparently" does everything.. (and more)

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DMXtra
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Posted: 14th Oct 2003 01:51
Well I have a Radeon 9800 Pro and I have tried a ton of programs and written some including a bumpmapping earth and I have no problems with it at all, everything works at its supposed to work.

Shadows work fine on objects, bumpmapping works fine, pixel/vertex shaders work fine, cubemapping works fine, tried a couple of BSP's even ones from quake 3 and they work fine.

I have Direct X 9.0b and currently use Catalyst 3.8 on my Radeon 9800 Pro and I also added in a Sound Blaster Audigy 2 Platnium audio card and I always get insane frame rates...

I got over 1300 frames per second using the realtime CSG demos..

Types and arrays work fine as well, so I don't know dudes, everything works here and they are fixing the bugs that they can find on the forum, so I don't really see a problem with that.

I am using DBPro 5.1 as well. No problems.

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AlecM
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Posted: 14th Oct 2003 02:08
max isn't $6000, its $3000. Also you can get education copies for something like $500. And often times you can get a big fat discount if the company you work for is on there subscription service. ($1000)

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WarHunterX
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Posted: 14th Oct 2003 03:34
why would he even bring up that his parents bought it for his good report card then?.... guilty conscience
Mussi
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Posted: 14th Oct 2003 13:23 Edited at: 14th Oct 2003 13:24
I'm doing one of the highest educations here in the netherlands, my parents came from turkey where they didn't even had the money to go school , they came to the netherlands for my future, my parents are willing to give me anything as long as I do my school good.

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Surreal Studio IanG
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Posted: 16th Oct 2003 23:50
will you be making a program / add on / thing-me-bob to create .dlls with out the use of another programming language?
Rob K
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Posted: 16th Oct 2003 23:57
@DMXtra - not related to docwiz by any chance ?

mhack
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Posted: 17th Oct 2003 01:10
Try loading .3ds files for starters

Quote: "
I don't know of any cover-page features currently that don't work, from shaders to "
empty
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Posted: 17th Oct 2003 19:10
@Rob
I wondered about that, too.

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Kevin Picone
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Posted: 17th Oct 2003 20:14
yep, the SPIN doctor is in the house..

Kevin Picone
Play Basic - Visible Worlds - Kyruss II
[url]www.underwaredesign.com[/url]
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 18th Oct 2003 02:47
We all know that DBP isn't perfect, but having spoken to Mike at the UK Convention, the devs. seem pretty aware of what works / what doesn't and what needs fixing.

orv
22
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Joined: 9th Sep 2003
Location: Chicago, IL
Posted: 12th Nov 2003 00:35
I just had to jump in here! Although the prev post to mine was on October 17th.

Limbs:
some would say ditch limbs they're trouble. Use another system.
some would say keep limb for backward compatability.
I say, key the limb system and add the better system.
the compiler would be smart enough to add only the modules needed for the method picked by the developer.

DBPro Bugs:
I must admit that some of the errors I've run into have gotten me so angry that I wanted to throw something heavy through the window.
That said, how many programmers are working on it? 3? 4 maybe?
I admit I've gotten spoiled working with VB's development environment, but hey! They're dev team is over 3000 individuals! Some are programmers, analysts, tests, etc. And guess what? It still has errors! Just alot less than DBPro! But in alot of ways I think the developers on DBPro are doing a heck of a job with the resources they have.

Ok, I'll jump out now!

If you aim at nothing you'll hit it every time. 806mhz AMD Athlon Processor. 384MB memory.
Windows XP Home Edition. RADEON 9700 Pro graphics card. - editor.exe=1.0.6.1 - DBPCompiler.exe=V1.05
DrakeX
23
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Joined: 26th Aug 2002
Location:
Posted: 12th Nov 2003 01:51
"@DMXtra - not related to docwiz by any chance ?"

roflmao

stop looking at me!

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