Quote: " I can't activate my CD version"
I was referring to DBP's predecessor DBC which is why I stated "classic", when originally released TGC sold hard copies of DBC on the high street - going back years now as it was directx7. When DBP was released it was originally directx8 and progressed from there to directx9c as there where many different versions of directx9. DBC has the converter program not DBP. They are 2 different BASIC languages.
I do not have a hard copy of DBP I bought it online via TGC directly BUT as I recall whatever version you have all you needed to do to activate it was to copy over the certificates folder from either your backup(which you obviously won't have) or Git to the DBP - with a fresh install of DBP that folder does not exist but did once activated online. Once that service was no longer available we all backed up our certificates folder as the Git version was not available at that time. My install is the online version from my TGC account and can confirm that the certificates folder available on Git does work as I have described - it goes in The Game Creators>Compiler folder directly.
F1 works fine here for help files. The best IDE I ever used was Indigo by user Ballad(should find it with forum search if it is still available), maybe you will have better luck there? Just a possibility is all. There are a number of available IDE's some of which there are several versions such as the synergy editor for example, another IDE was one called codesurge.The helpfiles where never at any one point 100% accurate from what I recall - apparently this is common or at least was back then amongst coders.
DMem is video memory - even when it was working it will crash if you call it every frame, you are supposed to call it once and it would take a good while to return a value, but yes it no longer works and crashes as clearly new hardware would require an update to fix that. It has been like this since at least 2010 if not earlier. This is a clear example of the help files not reflecting changes that it should.
In terms of stability everyone has a different view based on what they are doing with it. For example some plugins would or would not work(aside from conflicts when having some plugins in use at the same time). I cannot recall if I ever even used the Git version, I probably did at one point at the very least checked it out as is. Finding said updates is another matter lol. Last release was U7.7RC7. User Evolved who has done the best free examples of shaders uses 6.9 with only 1 plugin(jGfx by user revenant chaos) for the advanced lighting system project is one example. When TGC started making their next game maker at the time, they themselves went back to U7.1 I think it was - at first - and then later switched languages altogether. In essence there is no stable version per se, you had to find your feet on your own in this respect, every update had different benefits and caveats alike. Evolved's stuff is still available and works fine here, however the projects can be very large with long compile and load times. It can be found here
http://www.evolved-software.com/
There was a newer update I think by user Rudolpho that partially gave us some directx11 support. I forget if it is the same user or another user but there was also a newer version called 9Ex that allowed stuff like changing resolution on the fly and generally was supposed to bring DBP up to date with the most relevant version of dx9.
TGC also produced FPSCX10 using an in-house version of DBPX10 ie using directx10(FPSCX9 was written in standard DBP with a small number of plugins included to deal with lightmappng and CPU usage data for benchmarking), this FPSCX10 version was called the X10 modders kit but that is no longer available.
For what you are doing I would simply think about starting from scratch in DBP using .x or even AppGameKit if you are unable to get it going from your own source. There is never any guarantee of getting projects that once worked up and running again when the products used to create it no longer get updates. Updates are a general requirement for any software to remain relevant.
I actually have full backups of the stuff I mentioned but obviously I have zero permission to distribute so cannot provide any sadly. Odd really as I have lost the vast majority of my own DBP projects due to HD failures, spilled coffee and such on my other HD backups and the only 2 USB sticks I had from that time eventually failed, yet I have a boat load of the DBP software verssions/plugins/updates!!! My own fault clearly.
These days I use AppGameKit, 3d is nothing compared to DBP among other things BUT it is at least currently being kept relevant with updates for the time being at least. The 3D is not bad though, on a basic level that is - things are handled somewhat different as it is NOT direct x but OGL/Vulkan renderers.
Beyond that I don't think I can offer any more useful info and yes I am aware that I just muddied the water a whole lot more for you, but don't let that stop you!
Best of luck
EDIT; aaaaand it took me so long to type that up while cooking that I did not see your last post
Win 10 Home 64, Intel(R) Core(TM) i5-10300H, 8GB DDR4, NVidia GeForce GTX 1650 4GB GDDR6