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DarkBASIC Professional Discussion / The Lab DBPro Demo

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Richard Davey
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Posted: 19th Feb 2003 15:57
Hi all,

Today as promised we released another new DBPro demo - this one coming from the awesome Underware Design group (Kohai and Kev!) with a little code from yours truly.



Grab the download from the "Downloads" section of this web site - it includes the full source code too so you can rip it apart and check it out for yourself.

Cheers,

Rich
"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
hexGEAR
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Posted: 19th Feb 2003 16:54
how good are u guys! ^_^

your birth was a blessing, sent to live and die on earth as a lesson, we each have a star all you have to do is find it, once you do, everyone who sees it will be blinded - DMX
indi
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Posted: 19th Feb 2003 17:32
wow that one was nice also.

Amazing work guys, very shmick

I get a small error just as it returns to windowed mode.




THE LAB caused an invalid page fault in
module D3D8.DLL at 0167:026c3761.
Registers:
EAX=00000000 CS=0167 EIP=026c3761 EFLGS=00010202
EBX=00770e40 SS=016f ESP=0064f754 EBP=00400000
ECX=00000000 DS=016f ESI=0106dc04 FS=467f
EDX=0106df00 ES=016f EDI=0106dc00 GS=0000
Bytes at CS:EIP:
8b 10 50 ff 52 04 8b 46 18 85 c0 74 07 56 ff 15
Stack dump:
0064f8c2 00000000 0106dc04 00000000 0064fe28 02792b78 00000000 026513a9 0106dc00 10016008 10002dcd 004030d3 00000000 00000000 0064fe38 00540000

Richard Davey
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Posted: 19th Feb 2003 17:43
Yeah I get that too - doesn't happen unless you run in fullscreen (apparently) and doesn't seem to cause any damage so I had to let it go with the error still in.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
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David T
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Posted: 19th Feb 2003 18:13
Very good work! I can't imagine how tricky it would have been to get all those camera sequences in!

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DangYankee
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Posted: 19th Feb 2003 19:08
Very good work, but as a side note I can't download any other links just the first two demos all the others go to the missing file page.

It's not the size of your code but how efficiently you use it!
PiratSS
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Posted: 19th Feb 2003 19:50
hmmm... I get all the files there.

Check again, maby some ftp error or somethin.

ANyway, Dark Basic Pro Desn't Support MD2, We tried as a class(32 comps), and it didn't work!

we tried everything.

So maby, you could post a small source and a model that could work.


Cheers.

Dual Amd Athlon 2Ghz(1Ghz x 2), 40GB 15000 Rpm SCSI Hard Drive, 640 Mb 266Mhz DDR, 12x8x32 CDRW, ATI Rage Fury Pro 32Mb, 17' Monitor

DangYankee
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Posted: 19th Feb 2003 20:08
Ok Now it works for me too.

It's not the size of your code but how efficiently you use it!
Kohai of UWDesign
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Posted: 19th Feb 2003 20:41
Piratss > Actually, DBpro SUPPORTED MD2 models ... I know i tested ! ^^
The fact is, with the latest improvements on models handling, it's not supported anymore ... until the next patch is out !


So be confident, MD2 format will be supported ! ^^

[Kohai]
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SasukiShinozawa
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Posted: 19th Feb 2003 22:41
Very nice! That must have been some fun working with the camera. Good job, guys.

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rapscaLLion
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Posted: 19th Feb 2003 22:44
weee, it looks great, choppy on my comp but my comp is pretty sad

Anywho, in the beginning of it, with the logos that are wiggling all over, are they supposed to stablize so you can actually read them? Cause they don't on my comp...

Alex Wanuch
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Kousen Dev Progress >> Currently Working On Editors
hexGEAR
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Posted: 19th Feb 2003 22:46
yeah, same on mine, thats exactly what i thought too, as the logo's wiggled about i thought they where gonna stabalize for you to read them (although i could still read them) then start wiggling again the fade out! anyways it was still a cool demo ^_^

your birth was a blessing, sent to live and die on earth as a lesson, we each have a star all you have to do is find it, once you do, everyone who sees it will be blinded - DMX
rapscaLLion
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Posted: 19th Feb 2003 22:46
hmm... I noticed rich's comment at the beginning of the source, and was wondering, are png's better to use than, say bmps? Why did you use them?

Alex Wanuch
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Kohai of UWDesign
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Posted: 19th Feb 2003 23:03
In the first version, i used TGA's ( to support alpha-channel ).

Then while fixing some gaps in the code, Richard converted them to PNG files, which is a non-lossy format ( as opposed to jpg ), still supports alpha-channels, and moreover lower the filesize.

[Kohai]
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Kohai of UWDesign
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Posted: 19th Feb 2003 23:06
Rapscallion and HexGear > Yes, the sprites at the beginning should all gather and stabilized ...

Must be related to your computer speed and performance ( the decrementation of variables is too long compared to the demo time ... see what i mean ? you can fix that as you have the code, so help yourself ! ^^ )

[Kohai]
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Matto
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Posted: 19th Feb 2003 23:23
Very Sweet Guys

1ghz Cel,512 sdram 133,Gf2 MX 400 64,SBL 5.1,Win98
Best Upcoming MMOG - http://WWW.Atriarch.com
Project: Card Game with No Name
rapscaLLion
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Posted: 19th Feb 2003 23:36
sounds good, but what did you use alpha channels for in the demo? Does that in any way eliminate the damn black lines around transparent sprites? Cause if it does, I'm saved

Alex Wanuch
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Rob K
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Posted: 20th Feb 2003 01:05
Very nice Rich - I like the gritty effect with the graphics. You should introduce a kudos system on this forum then I could give you & UW members some

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Marvey
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Posted: 20th Feb 2003 01:09
thats a beautiful demo!!!
Good Work!

klukk
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Posted: 20th Feb 2003 01:43
I'm assuming the demo was compiled with patch 4, right guys?

- If nothing sticks to teflon, then how do they make teflon stick to the pan???
empty
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Posted: 20th Feb 2003 02:00
très chic.

Looks really cool.

Ogres have layers.
Tag
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Posted: 20th Feb 2003 02:36
first time i run it works great

after the first run.. i tried the demo again..

it was choppy.. slow.. is it another issue concerning leakages? or im the only one experiencing it

Speedhorn
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Posted: 20th Feb 2003 02:44
I've ran it a few times and it's alright with me.

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Speedhorn
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Posted: 20th Feb 2003 02:47
Ok, ignore my last post guys. I can't believe my stupidity at times. *sigh*

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Posted: 20th Feb 2003 03:22
?

why u find it stupid on your part?

Shadow Robert
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Posted: 20th Feb 2003 07:50
cool demo (^_^)
one problem... when it shut down it killed Win XP - is that normal?

i had a black screen and my mouse cursor only appears in like a box about half the size of the screen ... and would flicker to a text cursor every so often :\
seems weird.

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
ZomBfied
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Posted: 20th Feb 2003 08:32
How'd they do that grany effect?

Shadow Robert
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Posted: 20th Feb 2003 08:47
its a textured plain... probably a movie or a gif something like that doing a camera effect - they then ghosted the plain, positioned it and then glued it.

or atleast thats how i'd do it cheap and cool (^_^)

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Richard Davey
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Posted: 20th Feb 2003 12:14
Pirats - "ANyway, Dark Basic Pro Desn't Support MD2"

Yes, it does.

Pirats - "maby some ftp error"

Doubt it - it doesn't come from an FTP server

Raps - "sounds good, but what did you use alpha channels for in the demo?"

Look at the logos at the start with all the transparent areas on them. That is using a PNG transparency layer (NOT the "rgb 0,0,0" trick). Open the files into any decent art package to see how it works. Yes it will cure the "black" around the edge issue. I use the same technique on the Shadow of the Beast demo (open up the scrolltext.png file to see it). PNG rocks basically, use it!

klukk - "I'm assuming the demo was compiled with patch 4, right guys?"

No - 3.1

Zomb - "How'd they do that grany effect?" (Raven: "its a textured plain... probably a movie or a gif something like that doing a camera effect - they then ghosted the plain, positioned it and then glued it.")

Nope - it's a "set camera to image" command and we then apply the effect to the new image and copy back to the screen again.

Much much higher quality than a textured plain. Infact I'm not sure you could do it with a plain and have it work on a per-pixel level like it does, the texture would just be too "blurred" that close to the camera (regardless of initial texture quality) and in order to have a per-pixel effect you'd need an 800x600 texture which a lot of graphics cards would barf on. Set camera to image is fast enough for decent real-time effects, this is just one example.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Shadow Robert
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Posted: 20th Feb 2003 13:07
not really you'd just scale it... i'd make the texture a 256x256 and the 4x scale it - you get the same density of pixels.

i've not used the "set camera to image" yet, must be one one of the newer commands i've not got around to checking on yet - could be interesting for something different to that effect

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Richard Davey
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Posted: 20th Feb 2003 13:12
Wait - my mistake It is a plain in that section, but I can't see a reason why it can't be done with the set cam to image (which is what I was obviously thinking of at the time I wrote this - because that's the code we use in the part with the model of the lady figure!). Sorry Raven

Cheers,

Rich

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rapscaLLion
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Posted: 20th Feb 2003 14:48
lol, I thought it was a sprite, I was wondering why there wasn't any slowdown

Anyway, hurray for PNGs

Alex Wanuch
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Shadow Robert
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Posted: 20th Feb 2003 15:06
(^_^) nah its cool Rich ... actually got me thinking about some new techniques - so should say thanks for that, so erm, thanks (^_^)

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
ZomBfied
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Posted: 20th Feb 2003 21:33
My 3d card would barf on an 800x600 texture. Big chunks!

Kohai of UWDesign
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Posted: 20th Feb 2003 22:06
No one would be crazy enough to use a 800*600 texture, unless they have a GeForceFX !!!

[Kohai]
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Morales
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Posted: 20th Feb 2003 22:17
so when patch 4 comes out we can make the gamma fade out the screen like in that demo. me i cant get patch 3.0 and 3.1 work will patch 4 give me the same problems.
Shadow Robert
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Posted: 20th Feb 2003 23:01
or a Quadro XGL/FX ... looks in his desktop case, ooh lookie an XGL - me so lucki (^_^)

but still remember the point in taking a smaller texture and scaling is that your not really rendering an 800x600 picture ... its actually like a 128x128 or 256x256 simply duplicated within the texture ram (which even the oldest cards are capable of doing quite fast upto 16x before they start throwing wobblies) (^_^)

certainly some very nice effects though well done all of ya, Kohai - Rich - Kev

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
rapscaLLion
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Posted: 21st Feb 2003 00:48
actually, even if they did use a texture you can tell that it isn't 800*600. If that were me, I would use a 128x128 or so texture that's scaled across the plain. At least that's what it looks like, it's so repetative. If I could change one thing, I would make the static look good.

Alex Wanuch
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Richard Davey
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Posted: 21st Feb 2003 00:51
An 800x600 texture isn't that amazing if you think about it - my Radeon will cope with 1024x1024 and even 2056x2056 per object (granted, you won't get many textures in video memory at once, but it's possible).

Oh and the demo was made in 3.1, not patch4 - hell, I'd hate to think how fast the 3D would have run in patch4! The gamma fade can be done in 3.1 easily btw.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
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Shadow Robert
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Posted: 21st Feb 2003 01:16
lol... that gamma fade kills my computer
but would be interesting to see this recompiled under 4 and see the speed improvements

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
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rapscaLLion
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Posted: 21st Feb 2003 01:17
Is it a gamma fade? I don't think so because in Windowed mode the whole screen doesn't fade, just the contents of the window. I should look at the code lol

Alex Wanuch
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Richard Davey
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Posted: 21st Feb 2003 01:23
Raven - it's not the gamma fade that kills your comp (rem it out and your comp will still die! trust me - we looked for ages to find out why and never did)

Raps - It is a gamma fade, yes and it doesn't do anything in window mode I don't think (at least not on my gfx card anyway!). Fullscreen mode fades smoothly though.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Benjamin
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Posted: 21st Feb 2003 03:30
lol @ empty

User: empty

Joined: Mon Aug 26th 2002
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xxxpetratxxx
B. R. W
Shadow Robert
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Posted: 21st Feb 2003 22:48
it kinda worries me... remmed it out and your right still happens -- so probably better to have said it dies after it fades

i dunno ... doesn't matter in window mode or fullscreen mode, its just fullscreen window mode.

weird (^_^)

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
rapscaLLion
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Posted: 22nd Feb 2003 00:06
wierd with a beard actually

Alex Wanuch
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The Darthster
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Posted: 22nd Feb 2003 00:45
Lol @ rapscallion.

It looks pretty good, although when the skeleton is walking, what is supposed to be scrolling? The conveyor belt and one of the walls seem to be scrolling at the same time, while the other wall doesn't.

For fading in DBPro, I just put a sprite over the whole screen and fade that. It works quite well, better than a gamma fade, which happens to be hideously slow (although not in the demo..)

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now, I am the Master.
Benjamin
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Posted: 22nd Feb 2003 01:35
gamma stuff works fine for me and i use DBC. make sure u use it right.



I am using this for my game. it works as it is with no sync command inside.

xxxpetratxxx
B. R. W
Richard Davey
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Posted: 22nd Feb 2003 02:18
Darthster - the scrolling in the skeleton part is supposed to do that (if you look carefully it's actually inversed, i.e. one part scrolls one way and the other a different way). We left it like that because it just made it more interesting to watch, you can change the source and fix it if bothered but it looks more boring when working "properly" !

It's all in the design.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
rob3d
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Posted: 24th Feb 2003 19:51
When I unzip the files into a directory and run the exe I get the message.
"Runtime error 506 - could not load image at line 40."
I checked to see if the image was there from the dba code at line 40 and it was. What's The Deal.
The parralax demo does not work either. The screen goes to black for a few seconds then just returns me to where I was before. (In explorer)
I upgraded my direct x to the latest version so it shouldn't be that. I am running Win 2k with 512mb of ram.
Richard Davey
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Posted: 24th Feb 2003 19:57
Rob - the error is most likely the video card memory, not the PC memory. What type of card do you have and how much memory? You need 16 megs minimum. Otherwise when DB attempts to create a new video surface for the loaded images it barfs and returns back to windows or gives you an error saying the image doesn't exist - it doesn't mean it's not present on your hard drive, it means it's not present in memory (which it isn't). Misleading, but true.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming

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