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JackDawson
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Posted: 16th Jul 2014 20:37 Edited at: 16th Jul 2014 20:39
I am a DarkBasic Pro owner / programmer and I have been using it for years now. I left DBP long ago because it was failing as a product since there was no further support. Even with the promise of Elite, nothing ever came of it. Then for the past couple years there has been talk and production of FPS Reloaded and I have been keeping my eye on it. The whole reason I never switched over is because I paid so much money into DB Pro already. I didn't want to start all over.

But lets say I did, I can make anything with DB Pro. It's just unsteady and too buggy for anything solid. So, question, how far has FPS Reloaded come ? Any DB Pro users here tried it out ? Can you make anything procedurally with it yet ? Or are you stuck with its editors to make everything, making it useless for dynamic game play. It's the appeal I have with DB Pro, dynamic content using procedural methods. I also LOVE the syntax of DB Pro. How different is FPS Reloaded from DB Pro ?

I'm looking for good reasons to bite the bullet and get FPS Reloaded. I am getting spam all the time in my email about it, so I am looking into it.

Your thoughts ?
MrValentine
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Playing: FFVII
Posted: 16th Jul 2014 21:50
For dynamism FPSC:R uses LUA, look into that...

JackDawson
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Posted: 17th Jul 2014 02:34
Ahh cool. I do like Lua. Thanks for the info.
MateiSoft Romania
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Posted: 17th Jul 2014 14:38
As an engine developer, i think that Reloaded is on the good path, and in my oppinion it feels kind of solid but its still in beta. At the final of the product it will be errorless. DarkBasic Professional its not that buggy as you think though, if you really know how to code specific commands to work properly it will not crash. I remember i had some troubles with Blue GUI for example...the windows where opening and closing as they wanted without request and when i tried to close them manually, the whole engine crashed, but after a restructure of the code all went ok. Fps Creator Reloaded is been developed in DarkBasic Professional but keep in mind, they can modify the version of DarkBasic Professional specifically for Reloaded plus a lot of DLLs programmed in C++

Alex Matei CEO
www.alexmatei.com
JackDawson
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Posted: 17th Jul 2014 15:15
Thanks for your input. I would have to disagree with one point though, DB Pro is full of bugs. There is a huge thread that was asked by the creators to find out from us what bugs there were. We filled that thread up. I did however get a response to one of my reported bugs. He sent me a DLL which fixed my Fog issue. I would like to get his attention so I can see if I have permission to share it with this thread because my fog is working correctly now.


As for FPS Creator, Lua is great and all, but I am hoping that FPS:R is cross platform. And I look forward to seeing them finish it.
MateiSoft Romania
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Posted: 17th Jul 2014 16:04
Fps Creator cannot be cross platform, because it is running on DirectX, DirectX runs only on Windows.

Alex Matei CEO
www.alexmatei.com
JackDawson
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Posted: 17th Jul 2014 16:15
If its running DirectX 9, then it can run on any OS.. if its DirectX 11, then yes you are correct. Windows only.

Its one of the reasons a lot of us wanted them to use OpenGL instead.
MateiSoft Romania
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Posted: 17th Jul 2014 16:42
If it was using Open GL with the latest GLSL yes, it was very nice!

Alex Matei CEO
www.alexmatei.com
JackDawson
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Posted: 17th Jul 2014 16:51
Agreed. OSX can run at least OpenGL 3.2. And according to my MAC sources, they are bumping it up to 4.x soon.

Linux and Windows can already run latest OpenGL versions.


It would be a HUGE step in the right direction if FPS:R.
Hotline
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Posted: 17th Jul 2014 17:06
Quote: "If its running DirectX 9, then it can run on any OS.. "


No it can't. DirectX is windows only , it has so many WinAPI dependancies so it can't possibly run on any other platform than windows. Not to mention it comes only in a form of a DLL , MAC or linux can't possibly know what a dll is.
rumour has it there are some solution to run DirectX based games on MAC (i'm not sure how that's possible since i'm not in MAC stuff really) but probably it is extremely expensive and slow

[href=forum.thegamecreators.com/?m=forum_view&t=191567&b=5]Spark Particle engine[/href]
[href=forum.thegamecreators.com/?m=forum_view&t=199163&b=5]Transform gizmo plugin[/href]
JackDawson
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Posted: 17th Jul 2014 17:09 Edited at: 17th Jul 2014 17:15
With MAC you run BootCamp and some have used Wine on MAC. On Linux you can run Wine. Both allow DirectX 9.0c to run on those targeted OSes.

Look it up. I have personally tested it. It works for DirectX 9.0c. Get yourself a copy of Wine for OSX and for Linux ( I tested only on Ubuntu ) and you will see that it can work.

DirectX 11 is strictly Windows only.

http://www.winehq.org/

http://www.davidbaumgold.com/tutorials/wine-mac/

http://www.dedoimedo.com/games/wine-directx.html

EDIT UPDATE :
How do I know all this works ? Because I could run my DB Pro stuff on Linux. Not tested for MAC, but that's only because I do not own a MAC. However others who have had my demo, says it worked for them.
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Posted: 17th Jul 2014 17:58 Edited at: 17th Jul 2014 17:59
Ok you're right , dx9 games probably can run in wine but you still have an *.exe and dll's and dx9 which are Windows specific things.Developing multiplatform games/engines requires lot more than that. Implementation of separate modules for (native) input , rendering , sound etc for all target Platforms (Window-Directx , linux-OGL , Android-OGL-ES etc...)

So while your game runs in wine , you can't really say that your game is crossplatform.

[href=forum.thegamecreators.com/?m=forum_view&t=191567&b=5]Spark Particle engine[/href]
[href=forum.thegamecreators.com/?m=forum_view&t=199163&b=5]Transform gizmo plugin[/href]
JackDawson
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Posted: 17th Jul 2014 18:05
Quote: "Ok you're right , dx9 games probably can run in wine but you still have an *.exe and dll's and dx9 which are Windows specific things.Developing multiplatform games/engines requires lot more than that. Implementation of separate modules for (native) input , rendering , sound etc for all target Platforms (Window-Directx , linux-OGL , Android-OGL-ES etc...)"


No one is disputing this.

Quote: "So while your game runs in wine , you can't really say that your game is crossplatform."


Semantics. If my game has the ability to run on other OSes, that's all that matters.

The point of all this is, that if this was OpenGL, then this would not be an issue to need an extra layer to run the games. It would be a direct API that ALL OSes run. DirectX 9.0c is old school, and newer DirectX versions only run on Windows. OpenGL is the better choice.

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