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Bug Reports / Upgrade 5.9 Beta 2

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Richard Davey
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Posted: 7th Oct 2005 13:47 Edited at: 7th Oct 2005 13:48
Download the main upgrade from here http://files2.thegamecreators.com/betafiles/DBPro_Upgrade_59b2.zip

Download the extras file http://files2.thegamecreators.com/betafiles/DBPro_Upgrade_59_Extras_v2.zip

The extras file contains information about the DBO format, the open source ODE plugin and the FPS Creator game source.

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BatVink
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Posted: 7th Oct 2005 13:56
Is there a list of differences between beta 1 and beta 2?

Mike Johnson
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Posted: 7th Oct 2005 14:06
Changes in beta 2 include -

* Sprites no longer cause a crash if the image they reference has been deleted
* Alt tab no longer results in losing meshes
* New bitmap function "set bitmap format" to let you control the format of a bitmap, this is useful for saving alpha data for instance, takes one parameter, -1 will default to normal format, other values refer to D3DFORMAT structure e.g. use format 21 for A8R8G8B8
* Solved a slow down issue on copy bitmap
* Updated polygon to sphere collision
* Updated polygon to box collision
* Updated polygon to polygon collision

Also some new examples and some updated information.
Lukas W
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Posted: 7th Oct 2005 14:18
do i need to install Beta1 before Beta2?

Mike Johnson
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Posted: 7th Oct 2005 14:27
No, just install beta 2.
Jake Blues
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Posted: 7th Oct 2005 14:27
No, just Beta2 if you want to upgrade.

BatVink
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Posted: 7th Oct 2005 14:47
ooh...bitmaps with transparency...nice!

Lukas W
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Posted: 7th Oct 2005 14:48
ok, and this will be with all the updates?
if so, then ill just wait until the finished update.

when U58 was in its beta stage, it ruined my dbpro application a little, and i had to re-install.. i dont want it to happen again

and currently im not in need of any of the U59 features unless it compiles faster?

Raven
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Posted: 7th Oct 2005 14:57
For anyone using Visual C++ 2005, you will *NOT* be able to compile the one supplied in the extras.

Here is the 2005 Solution and Source.
I'm currently rewriting the source to be compatible with each of the Platform SDKs and Compilers (2002 / 2003 / 2005), so hopefully the version released with the Retail Update will be compatible with each.

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Torrey
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Posted: 7th Oct 2005 15:14 Edited at: 7th Oct 2005 15:37
A good thing about this release is that they fixed the compiled file icon! It finally looks like what it's suppose after all this time. Great job!

[edit]
Some of the files compiled with 5.9b2 on my major development machine come up as black, and stay black until I press a key. This may not be a bug, but I'll wait and see if this happens to others.

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re faze
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Posted: 7th Oct 2005 16:11 Edited at: 7th Oct 2005 16:12
It fouled me up using the csm importer, with ngc 2.03

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Mike Johnson
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Posted: 7th Oct 2005 16:14
One thing to remember - some 3rd party DLLs that rely on the GlobStruct or the DBO format may need to be recompiled.
re faze
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Posted: 7th Oct 2005 16:17
dbo format, thats probably it! damn, i need to actually buy the importer now....

you dont beat the system. the system beats you.
Hamish McHaggis
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Posted: 7th Oct 2005 16:57
Quote: "One thing to remember - some 3rd party DLLs that rely on the GlobStruct or the DBO format may need to be recompiled. "


Could this be what is causing the collision data in the Newton plugin to become corrupt for some objects in 5.9?

Raven
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Posted: 7th Oct 2005 17:03
Possibly, from what I recall about Newton it used the DBP functionality to get it's collision data and such. You'd have to point this out to whoever is currently maintaining this library.

MiR
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Posted: 7th Oct 2005 17:47
Is this a 2 part bug week where Mike works one week and Lee works another or is Lee just shy?

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Raven
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Posted: 7th Oct 2005 18:14
Lee is no longer working on Dark Basic Professional.

BatVink
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Posted: 7th Oct 2005 18:16
Don't know if this is the right place for ODE problems...

When you set bounce on (ODE SETSURFACE MODE CONTACT BOUNCE object, 1), it switches friction off. You can't have bounce and friction.

And to be honest, even full bounce isn't very obvious if it is doing something.

Raven
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Posted: 7th Oct 2005 20:00
Aye I noticed you mention this in the other thread.
It'll be something I'll revisit during the rewrite this evening.

Spaceman
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Posted: 7th Oct 2005 20:37 Edited at: 7th Oct 2005 20:48
Hey, where can I find a list of the new commands comming with the new upgrade? There was one in the beta1 thread - but now I'm not able to find it anymore

Please help! Thank you!!!

Cheers - Spaceman

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MiR
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Posted: 7th Oct 2005 21:15


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Kohaku
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Posted: 7th Oct 2005 21:23
Quote: "Lee is no longer working on Dark Basic Professional."


Do you mean he's left it for this bug week, or that he's actually left the whole dbp project?


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Raven
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Posted: 7th Oct 2005 21:30
The entire Dark Basic Professional and FPSCreator Project.
Lee will now be working full-time on Dark GDK.

Mike is now the "the Guru" conserning everything DBP.

Spaceman
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Posted: 7th Oct 2005 21:45
@MiR: THANK YOU!!!

Another question - can anybody tell me how to use the new light map commands???

Thank's in advance!!!

Spaceman

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The Nerd
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Posted: 7th Oct 2005 21:46
Quote: " Lee is no longer working on Dark Basic Professional."


This cannot happen!!!!!

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Kohaku
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Posted: 7th Oct 2005 21:57
I'm sure Mike's quite capable of looking after DBP. He does rock after all.


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Spaceman
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Posted: 7th Oct 2005 22:09 Edited at: 7th Oct 2005 22:10
Mike is the master of DBP!!!
Can anybody tell me how to use the new light map commands???

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MiR
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Posted: 7th Oct 2005 22:22 Edited at: 7th Oct 2005 22:25
Quote: "Lee will now be working full-time on Dark GDK.
"

mmmm. Any proof? Messenger logs, email etc? I´m pretty sure that Lee would be working on "the next project". That would explain why his diary hasn´t been updated for a while.
Edit: Wait a mo. Didn´t Rick say that Lee should give Mike´s flat a go with the vacum cleaner? So he may well be in bug week aswell.

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Raven
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Posted: 7th Oct 2005 22:38
Quote: "Can anybody tell me how to use the new light map commands???"


they have similar names and command setup to the previous commands in 5.2 but they don't work the same
can't get them working right now.

FXTC
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Posted: 7th Oct 2005 22:47
ODE


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Lost in Thought
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Posted: 8th Oct 2005 04:40 Edited at: 8th Oct 2005 12:20
I'll give the new collision fixes a goog going over this weekend

Did anyone else notice the limb collision commands in FPSC

[edit] I haven't put my finger on it yet but for some reason with poly to poly collision I cannot get object 1 to register a collision in either of those 2 code setups I posted Mike. Even if I change the code to make object 1 move instead of 2.

[edit] Also the poly to poly collision seems to be using the order in which the objects are added to the collision system instead of object numbers for the feedback Run this code use left and right arrowkeys to move cube(object 2). It will say object collision(1,0) = 1 And the collision registering is off in the -x movement direction (left key).



Sergey K
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Posted: 8th Oct 2005 13:39
Quote: "* Updated polygon to sphere collision
* Updated polygon to box collision
* Updated polygon to polygon collision"


what exacly what upgraded on that?
it was fine before...no?
mabye the loading speed is faster or something?


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Lost in Thought
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Posted: 8th Oct 2005 13:46
It was totally inaccurate before. In most cases

Mike Johnson
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Posted: 8th Oct 2005 15:34
Lost in Thought - numbers now return correctly for polygon to polygon collision, I had left some code in for testing purposes that is now removed. Made one other change to collision as well so that all the examples in the U59Examples\Collision folder work correctly. Next update will be on Monday and that is likely to be the final 5.9.
Lost in Thought
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Posted: 8th Oct 2005 15:59 Edited at: 8th Oct 2005 16:14
Great news

There is another problem as well in DBP 5.9 beta 2. When using any collision against polygon collision it registers a collision when inside a holled box (sky sphere) even if not touching a wall.

[edit] And it seems you can't rotate polygon objects or they don't register collisions. In example 3 just rotate object 1 by 0, 45, 0

or even zrotate it



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Posted: 8th Oct 2005 17:24
@LIT:

That would be a huge problem if you could not move around in a SKy Sphere!

I believe Mike talked about that rotating a object, the collision box would not move (i.e. fixed vector).

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Mike Johnson
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Posted: 8th Oct 2005 17:43
Polygon to polygon needs adjusting. Your best option is box to polygon or sphere to polygon.
re faze
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Posted: 8th Oct 2005 18:59
this is rediculous! i tested the darkmatter models with ngc vs a primitive, and it works fine, i test primitves against a csm map loaded with the csm importer Perfecto! i test darkmatter1 models against a csm map loaded with the csm importer and boom the object collision radius it suddenly 8x bigger than its supposed to be. the same code works fine if the size of the collision sphere is the size of the object divided by 16 but why the sudden change? it worked perfectly under 5.8 why is it jacked up now?

you dont beat the system. the system beats you.
re faze
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Posted: 8th Oct 2005 19:30
ok the program is completely out of my paws, i mean hands now....

you dont beat the system. the system beats you.
IBOL
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Posted: 8th Oct 2005 23:00
so does this version require the 30MB direct X non-standard development thing? are we cured of that?

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Posted: 8th Oct 2005 23:06
I think just MFC71 is needed.

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BatVink
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Posted: 8th Oct 2005 23:22
although someone mentione there's a new DirectX update out.

Does this mean 5.9 final can be in line with DirectX 9.0c, and we get those nice, small compiled exes?

Lost in Thought
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Posted: 8th Oct 2005 23:28 Edited at: 8th Oct 2005 23:47
I tried box to polygon, sphere to polygon, and poly to poly ... in all 3 it registers a collision when inside a skybox (unless I turn off collision for the skybox). As you say you had some test code left in I wonder if this is throwing my tests off? The same goes for the rotations. Some angles work and some don't. Oddly enogh it is about the same angle range that NGC has problems with

[edit] The polygon collision is even off for objects diamond shaped. I am using code to make one here buy I tried a loaded model as well.



BatVink
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Posted: 8th Oct 2005 23:56 Edited at: 9th Oct 2005 00:01
Error in Enhancements Pack (yes, I've downloaded the update)...



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Raven
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Posted: 9th Oct 2005 00:11
There seems to be a number of these quirky errors happening in a few of the DLLs.

I get it with the Flush Light Maps command as well.
If you spell it wrong the compiler picks it up, but those other errors happen when the program starts.

The admiral
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Posted: 9th Oct 2005 02:31
limb collision commands would be so useful

The admiral
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Posted: 9th Oct 2005 12:26 Edited at: 9th Oct 2005 12:32
Mike would it be possibly to get ahold of the collision system as it is now? If it is going to behave like it does in 5.9 beta 2 then we need to put it back like it was until we can have a collision week or such. It is totally useless for polygon collision right now unless it works alot better without your test code in. Here is an example (attached with media) that worked fine in DBP 5.7 (collisions were just off in a few directions by half the colliders size), worked somewhat ok in DBP 5.8 (some directions did not even register a collision), and totally does not work in DBP 5.9 beta 2 (it registers a collision anytime the collider is inside the level and not hitting anything).

[edit] Or, it all seemed perfect with DBP 5.8 SDK version ... Can you tell what the differences are between the 2 versions?

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Mike Johnson
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Posted: 9th Oct 2005 12:31
Lost In Thought - will release another update tomorrow. The version I'm using now solves some of these problems.
Lost in Thought
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Posted: 9th Oct 2005 12:36
Sounds good. Will it be 5.9 beta 3 or final though? Collision is my biggest concern since NGC v3 was a total bomb and it seems like it is going to be a long time before releasing v4

Raven
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Posted: 9th Oct 2005 14:36
Beta3, but the hope is that it'll become the final.

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