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T4r4ntul4
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Posted: 2nd Mar 2012 19:56
@Max P

ok excellent.
Almus
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Location: Brasil
Posted: 5th Mar 2012 18:52
one question, i want to make a big map in blender (with houses, trees, rivers, buildings, etc...), dark oclusion will hide every object that is not in the field of view? , or im need to setup each object?
Max P
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Posted: 5th Mar 2012 19:24
@Almus
If blender exports all the objects as limbs you can use the following snippet to setup the map and everything should work:


PeteyM5
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Posted: 5th Mar 2012 21:16
Are there any plans to bundle Dark Occlusions, Dark Imposters, maybe Blitz Terrain, and a few other enhancements together? Maybe eXtends. Right Now we can only buy these enhancements individually. I have been working on something that is rather building, trees, road, and other object intensive that could be improved with one or more of these enhancements.
gwheycs62egydws
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Posted: 5th Mar 2012 22:51
@PeteyM5

I've bought every thing there is to buy

when you buy 2 or 3 or more items they take a percentage off the price

to move side ways - is to move forward
Since a Strait line gets thin fast
SamKM
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Posted: 6th Mar 2012 11:40
Hi
I'm having another odd problem with Dark Occlusions! As I mentioned in my post on I think page 2, I'm making a clone of Minecraft at the moment. This means that pretty much all objects in the games are cubes.
When generating the terrain, my game goes through a loop, using the increasing variable of 'h' to define a new cube. This is the code I use to set up the objects in Dark Occlusions (after first creating, rotating, texturing and positioning them)
oc_addobject(h)
oc_setobjectbounds(h, 0)
oc_setobjectstatic(h)

Using oc_setobjectbounds(h, 0) should be fine, considering that the object is simply a cube created using make object cube h, 25, and needs no complex bounding box. However, when these commands are called, every object that is added to the occlusions system vanishes! If I remove the commands, all the cubes are there. But when they are there, none of the cubes render. Oddly enough, they still respond to the pick object statement, and intermittently to the object collision statement, but not it seems (probably need further tests to confirm) to the object exist statement.
For debugging purposes, I've tried adding oc_forceobjectvisible(h) to the end of the code that adds objects to the Occlusions system, but that doesn't seem to change anything.
Thanks for any advice about what to do!
P.S. Just incase it helps, I'm runnining Windows 7 64-bit
SamKM
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Posted: 8th Mar 2012 21:43
Anyone got any solutions? This thread seems to have gone a bit quiet...
Max P
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Posted: 8th Mar 2012 21:54 Edited at: 8th Mar 2012 22:17
@SamKM
Sorry for not responding, but I have a large school project and the problem is a bit strange so I can't explain it immediately.
First of all make sure you have the latest version (1.0.1).
If you do and it isn't working you can try these settings:

If it still doesn't work make sure you are setting up the objects in the right order:

If the objects are instances make sure you use OC_SetObjectSource and that you don't delete the source object.
If it still isn't working I will see what I can do to make it work.

Edit
I made a perfect blocky world here, so everything should work if you setup correct and have the latest update, here is an example:


mr Handy
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Posted: 15th Mar 2012 14:34 Edited at: 15th Mar 2012 14:35
Darn, i thought it is a Dark "SSAO" library
MrValentine
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Posted: 15th Mar 2012 15:07
Quote: "Darn, i thought it is a Dark "SSAO" library "


now that would have the opposite effect that this plugin tries to do...

SamKM
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Posted: 15th Mar 2012 21:09
@ Max P
Hi, it's my turn to say sorry for not responding quickly! It turns out that my problems were caused by a silly error on my part! I forgot to add oc_finishloading() after oc_beginloading! Now, though, I'm having other problems. Dark Occlusions is running fine on there, but it seems to be causing odd issues. When you break a block, a particle effect appears. Nothing I've done to the code should alter this, but after adding in Dark OC, and having (finally) got it working, it isn't appearing when I break a block. Also, the game in general seems to run slower, which is understandable with the Dark Occlusions proccess hogging 13% of my CPU time. I think I'll temporarily remove Dark OC from the code, and wait until more updates have been applied to it, making it a little smoother and less glitchy.
Thanks for the help!
Samkm
RayRealTlk
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Posted: 15th Mar 2012 21:19
Greetings, I am new to DarkBasic Pro. As I learn about DBP I
realize that I need other additional apps such as FPS creator,
3D World Studio and 3D crafter 9. All of these apps are the free
and trial versions. I would like to purchase these programs but I
first want to check and see what each app has to offer.

My main goal is to create a game with an outdoor suburban
environment, a couple of buildings, cars and 10-15 characters.
Each app should be compatible with each other and recognize
file extensions.


I am not trying to spend a lot money on expensive programs yet.
What I need to know is:
Will DBP work with FPS Creator files - buildings?
Will DBP work with 3D World Studio files – suburban environment?
Will DBP work with 3D crafter 9 files - characters & cars?
Do I even need all these apps to code my DBP game???????
Maybe 1 app can do it all.

Lots of questions, I know!
ALL ANSWERS AND REPLIES ARE GREATLY APPRECIATED.
MrValentine
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Posted: 16th Mar 2012 01:46
@ RayRealTlk

I do not think this is the actual thread you should be asking those questions... please look in the Geek Culture thread or start a new thread in the DBpro forum...

but in short to your several answers above... yes DBpro is compatible with all the mentioned.

You could do with 3D World Studio for environments and the other two not really...

Thanks and if you need any more help just ask

And welcome to the forums and I apologise for the negative tone of this post but just trying to point you in the right direction

hope this helped

also umm your game will be a first person shooter? if so you just need FPSC but I personally recommend DBPro

also buy the hands On Dark Basic books 1 and 2 [I presume you are familiar with the usage of the website]

Gunslinger
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Posted: 18th Mar 2012 15:24
Bought it, loving in \o/

Great work!
MrValentine
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Posted: 19th Mar 2012 06:27
@Gunslinger

Hello Stranger

SamKM
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Posted: 22nd Mar 2012 17:23
When the next update for Dark Occlusions is released, I think two things it's be great to see fixed are firstly Dark OC's high CPU usage, if possible, because on the occasions when Dark OC doesn't have to do much work in my program, it actually makes the thing run slower than with it off (taking, on my PC at least, 13% of my CPU cyles). Another thing that would be good would be, if this is possible, to 'tie' Dark OC to the application more effectively; since if game glitches, or is quit the wrong way (my game is run in Windowed mode, so users could just click the cross at the top right hand corner), Dark OC carries on running in the background, eating CPU clock time, until it's shut down by the task manager. Therefore, it'd be good if Dark OC shut itself down when your application was no longer running.
MrValentine
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Posted: 22nd Mar 2012 17:55
Hiya SamKM

First up... are you using a single core cpu?

Second... I take it you did not read every post on this thread [and come on there is not many... - I however even if there is 500 threads if the thread is of importance to me I invest the time to read through... but thats just me... and no I do not have a lot of free time on my hands] the points you pointed out HAVE been addressed, and if you read previous posts [sorry for sounding brash lol but not meaning to] you will know it shuts down after a brief period of time... I did mention this before and it has been resolved or if my memory serves m correctly was already resolved before I mentioned it... try shutting down your app and waiting a few minutes...

If not ensure you have the latest update...

There is however performance related issuessuch as those I found while running on a single core cpu...

DO was optimised to run on modern [this is my view] computers which are multi core based often more than not... [by multi core I mean cpu's with more than one thread even with HT this counts]

Also hi again I think its the first time we have met SamKM where have you been hiding all this time? ^^

Hope this helps

and again I do not mean to sound brash but it can be understood when people do not read readily available information XD [hey even i do it its human nature]

Max P
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Posted: 22nd Mar 2012 18:17
@SamKM
Dark Occlusion automatically shuts down after 30 seconds if your application chrashed or was closed in another way.

If you are using a single core pc you can enable auto-balance. This will balance your fps cap and quality, so Dark Occlusion won't take up all your cpu.

MrValentine
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Posted: 22nd Mar 2012 19:00
Hi Max

oh yeah I ignored that command as i mainly use ultiplayer XD

actually MAX... I can create a function to turn on or off autobalance correct?

my diagram is

Check for cores/threads
enable or disable autobalance
run engine...

as i do not want to have that function enabled all the time or does it not make a difference on multi core?

in short should I keep it enabled for multicore cpu's?

Max P
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Posted: 22nd Mar 2012 19:16 Edited at: 22nd Mar 2012 19:19
@MrValentine
it all depends on what you want.
if it is enabled it will check your framerate and the framerate at wich Dark Occlusion updates.
If your game has 200 fps and Dark occlusion runs at only 20 fps it will cap your game at 50 fps, so Dark Occlusion gets more cpu and can also run at 50 fps. If Dark occlusion runs at 200 and your game at 50 it will cap Dark Occlusion to give your game more cpu.
On multi-core pc's this isn't necessary in most cases.
If your game is based on the framerate you shouldn't enable it.
If it is timer based you can always enable it, just to be sure.

So in short:
Single core: Yes
Multi-core: yes/No (wathever you want)

edit
At first this wasn't even included, but when I tested Dark Occlusion on single core pc's I noticed either your game or Dark occlusion takes most of the cpu, so I created a simple balancing system.

MrValentine
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Posted: 22nd Mar 2012 20:29
Thank you Max...

glad to see I was somewhat correct

so my suggestion of creating a boolean function is a must I suppose

unless you explicitly request your users to use a multi core / thread cpu...

SamKM
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Posted: 22nd Mar 2012 21:41
Sorry people, I thought I had read the thread thoroughly, but I must have missed that Dark OC shuts down 30 secs after application crash. To answer your question, I do have a multi-core CPU, it's an Intel I7 with Hyperthreading. @MrValentine, maybe you haven't noticed me, I've been on the forums before, although I suppose not that often... I started off with DarkBasic Pro back in late 2007 to early 2008, but I haven't been on the forums frequently I admit.
MrValentine
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Posted: 23rd Mar 2012 00:22
no worries SamKM, A pleasure meeting someone who has been here longer than I

just thought some things needed pointing out thats all haha...

nice, envy you there... I only bothered to get myself a sandy bridge i5 2500, though I have been considering the SB i7's... just not sure if its worth the difference for me and whether I should invest in other aspects for now [HDD's and RAID Backup systems...]

Zwarteziel
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Posted: 26th Mar 2012 17:38 Edited at: 26th Mar 2012 17:39
Hi Max P,

I recently purchaced Dark Occlusion and have been toying around with it since yesterday. I've got a quick question about the speed with which objects are added and bounded etc.: in my game, I've created a 64*64*3 map in which objects are placed. Although it doesn't 'feel' like a large area, it consists of 12288 objects, which I consider to be a pretty large amount all the same.

So anyway, Dark Occlusion works (yay!), but processes the objects rather slowly into memory. Is there a way I could speed up this proces? Thus far, I've only been using the 'create a simple scene'-example provided with the package and none of the advanced functions. (the objects are static, with a bounding-box of 0 etc.)
Max P
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Posted: 26th Mar 2012 17:57
@Zerotown
Calling OC_BeginLoading() before you start with the creation of your scene will speed up the adding of objects.
Make sure you call OC_FinishLoading() when you are done.

Zwarteziel
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Posted: 26th Mar 2012 21:39
Thank you Max P!
Gunslinger
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Posted: 29th Mar 2012 14:36
I think i've found a strange bug with the handling of the camera angle.

Okay, so take a look at this:


Now disable OC, and scroll the camera back:


Now enabling it again:


So we see that OC is working.

Now i'm moving down the map, so the objects are above the camera, still in angle, but not in the screen:



Disabling OC, moving camera back again.



Now you see, the objects were not in sight, but still in the camera angle (or something, no clue). And so, they didn't hide.

enabling it back:



Is this a bug, or am i just too stupid?
Max P
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Posted: 29th Mar 2012 14:54
@Gunslinger
Dark Occlusion doesn't automatically show/hide all the objects when you enable/disable it.
So if you disable it, all the objects that aren't visible at the time you disabled it will stay excluded.
There is a non-documented command to fix that:

So if you disable Dark Occlusion you should call OC_ExcludeOff():

(the OC_ExcludeOff() command isn't fully tested, but it should work)
I think this should fix the problem, or I misunderstood your question

Gunslinger
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Posted: 29th Mar 2012 15:01 Edited at: 29th Mar 2012 15:06
No you misunderstood me

if i disable OC, and move the camera back, it should like this (Like on the top of the map, the first 2 screenshots)



but it looks like this:


looks like the objects wich are not in the camera screen visible, but still "visible" for the camera angle, are not excluded.
Or something like that.
They shouldn't be visible if i disable Dark Occlusion and move the camera back, should they?

if i enable oc again, it looks like that, wich is correct:



i can make a video if you want.
Max P
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Posted: 29th Mar 2012 15:22
@Gunslinger
No, they shouldn't be visible... How are you rotating the camera? What is the fov? And what is the camera range?

Gunslinger
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Posted: 29th Mar 2012 15:38
set camera fov 61.9621391296
SET CAMERA RANGE 1, 1500

position camera 0,0,0

xrotate camera 135
zrotate camera 130

move camera -300
CamDis#=-300


It's just working for the objects 'behind' (bottom) of the cam, not for the objects 'infront' (above) the cam.
Wierd.
Max P
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Posted: 29th Mar 2012 15:48
You can try to rotate the camera on only the x and y axes. The fov and range shouldn't be a problem.

Gunslinger
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Posted: 29th Mar 2012 20:44
Nope, objects still there.
Was just using x rotation this time.

SoftMotion3D
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Posted: 23rd Apr 2012 05:06 Edited at: 23rd Apr 2012 05:10
humm.... i got 1 issue...

I see the demo comes with the dll that the demo crashes on saying its missing.... anythoughts? I just get a blank box on the screen.

Also the error comes from the occlusion stuff itself as the dbo window exists after this error but nothing is drawn on the screen.

So basicaly i cant get the demo to work.

Running windows 7 64bit version.


view the screenshot


edit: as you can see from the screenshot... the file is there

MrValentine
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Posted: 23rd Apr 2012 05:37
SMD_3D Interactive - Copy that file into your system32 folder

SoftMotion3D
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Posted: 23rd Apr 2012 05:54 Edited at: 23rd Apr 2012 05:57
yeah i tried this as well.... wouldnt go for me still. I wonder if its a 64bit issue?

I even tried compatibility modes as well

MrValentine
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Posted: 23rd Apr 2012 05:56
try redownloading the original files
they may have become corrupted during download... it happens...

SoftMotion3D
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Posted: 23rd Apr 2012 06:02
yeah.... tried that also

i know this would be a great addon for a voxel based graphics engine too!

mabey something else is missing but it defaults to display the wrong error.... who knows...

Vax Tracker
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Posted: 23rd Apr 2012 21:19 Edited at: 23rd Apr 2012 21:20
Hey Max P! Recently bought DO and been playing around with it, one thing I thought you should know is even though you let the user specify where the Dark.Occlusion executable is, the engine still sets the target back to the default when it gets to the OC_InitThread function:



Also I'm trying to rewrite all the .dba files required to work with pureGDK and am running into some issues. Could you email me how the Dark.Occlusion executable works? I'm getting a generic error: Runtime Error 5106 - Memblock size value illegal at line 375 and since I can't see into the source for the Dark.Occlusion file I can't tell what caused it. Help me out?
Max P
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Posted: 24th Apr 2012 11:02 Edited at: 24th Apr 2012 11:04
@SMD_3D Interactive
Have you tried copying the file(s) to the media folder also.

@Vax Tracker
Quote: "the engine still sets the target back to the default when it gets to the OC_InitThread function"

I found that out too yesterday, strange I didn't notice while testing... I will send you an email with all the info you need
edit
Quote: "I'm getting a generic error: Runtime Error 5106 - Memblock size value illegal at line 375"

You are sending an illegal memblock size to the client when creating the bounds

Vax Tracker
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Posted: 24th Apr 2012 15:09
Thanks a lot Max! That looks like just what I needed! I'll take a look at it later today and see what I can come up with
SoftMotion3D
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Posted: 25th Apr 2012 03:14
Quote: "@SMD_3D Interactive
Have you tried copying the file(s) to the media folder also.
"

Ill give it a try

banicassalam
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Posted: 3rd May 2012 13:18
The megamap took about 15 minutes to convert, the first one about 3 seconds.

MrValentine
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Posted: 3rd May 2012 14:01
I found that on an SSD drive system it still takes the exact same time no matter what...

I can not wait to produce larger more detailed maps to test the converter tool... my only concern is the maps being too large...

also will try to debug various bugs as textures and distancing and texture issues...

as well as produce some interesting test maps for the plugin

I will test it with DarkClouds for that added beauty effect

Start Time: 11:38.45 hh:mm.ss ~circa
End Time: 11:58.20 hh:mm.ss ~circa

gwheycs62egydws
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Posted: 3rd May 2012 18:07
I've been playing "Prototype"

the map in there is pretty large with a lot of
extra activity going on at the same time
the people who made that came up with an amazing system
I've not seen any lag between when an object is being damaged
or blowing up

it looks like with all the objects being show that it about 4000 objects on the screen at any given point .. it could even be more that

to move side ways - is to move forward
Since a Strait line gets thin fast
gwheycs62egydws
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Posted: 12th May 2012 18:40
I've only got one example of the hole group that dose not want to work

"Level of Detail"

I can build the exe but when I try to run it
weather it was in windows xp or windows 7

I get at least in windows 7

that it has stopped working and then windows 7 says
it is trying to find a solution
it even go's on to say that if it ever dose find a solution
it will let notify me but never has so far

to move side ways - is to move forward
Since a Strait line gets thin fast
Daniel wright 2311
User Banned
Posted: 15th May 2012 07:04 Edited at: 15th May 2012 07:05
Is this stable yet? if so,I will buy it tomarrow night for shure,Before I do I need to know.

1.Can I use fpsc maps with this? will it still work on my static objects or do I need to load them up sepretly,I will I I need to.

2.If I use 3ds max to create my levels do I need to add limbs to my objects? thanks.

my signature keeps being erased by a mod So this is my new signature.
SoftMotion3D
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Posted: 17th May 2012 07:13
Quote: "Quote: "@SMD_3D Interactive
Have you tried copying the file(s) to the media folder also.
"
Ill give it a try
"


It worked!!

I have a question .....
I notice that when the fps dips down the animations skip frames to look like they never slowed down. Is there such a command as 3d tweening available or did you code that yourself?

Id be very interested in that tweening job....as well as this dll extension

Max P
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Posted: 17th May 2012 11:54 Edited at: 17th May 2012 11:55
@Daniel wright 2311
yes, it is stable altough is does have a few bugs, but I try to fix them as fast as possible.
I don't have used fpscreator so I can't tell if it will work.
It will work with maps from 3ds max, just enable limb occlusion for the exported map.

@SMD_3D Interactive
Glad to hear it worked. I'm not doing anything with animations so I don't know what is happening. But it is quite easy to make, you just need to make them timer-based, something like this:


@Resourceful
I will take a look at it

T4r4ntul4
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Posted: 18th May 2012 01:53
Dark Occlusion is nice, but iam totally not happy how much it takes on the RAM and CPU.

if iam testing your blocky world example, it gets me 146MB on RAM and around 28% CPU continu, for the Dark.Occlusion exe.

and totally not happy with the write to RAM in the beginning, because he got to do that everytime. its not yet a very big world its just more or less 50x50 blocks.

iam busy with a project where i need minimal 10.000 blocks/planes. the map is randomly generated everytime a new game begins, so players need to wait a few minutes or longer to play the game because its writing to the RAM?

or do i missing something?

btw this is not a rant, just a few things whats bothering me.

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