Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
Richard Davey
Retired Moderator
24
Years of Service
User Offline
Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 7th Mar 2003 17:46
Hi all,

Patch 4 Beta 4 was released onto DBDN today and pending findings will be the final version before official release.

Here is a list of whats changed and what's been fixed. This list is not necessarily complete and may change before the public version.

Patch 4

GENERAL

* Fixed bug that caused TYPES and ARRAY TYPES in functions to fail to compile and corrupt variable registers
* Fixed a bug in the executable runner that did not like more than one DBPro program running
* Fixed a bug that causes some models (bird.x) to crash on loading due to multi-material usage
* SET WINDOW ON and SET DISPLAY MODE no longer crashes when new objects are created before or after
* OBJECT IN SCREEN command no longer reports a visible object if it is behind the camera
* SET MATRIX command help now correctly describes a value of one to set the wireframe mode
* Material Colours are now retained during single mesh splitting with all diff/emm/spe/amb retained
* Objects now load even if no texture files are used internally and multi-material meshes are used
* Normal data is correctly transformed when making new meshes from existing limbs and objects
* Fixed transparency effect in the SET MATRIX command so it no longer ghosts, just produces black trasparency
* Matrix now renders correctly when viewed through a reflective surface (SET REFLECTION SHADING ON)
* Reflection Effect now adds clipping improving its flexibility to now be inserted efficiently inside geometry
* Image texture handling when texturing a matrix no longer tries to stretch an ill-fitting image twice
* INTERSECT OBJECT now works properly again and even takes into account the animating limbs of the object
* Reflection Effect further has a blue fill for areas that are not rendered, allowing reverse-sides to be determined
* Main Bounds Radius for visibility culling now adjusts to maximum scale of the object
* Object draw order after the basic overlay phases are now controlled by texture/image index (image 1 draws first, etc)
* Computing the object bound is now more sophisticated in that it uses more code reuse and produces an accurate sphere
* Box Collision in all-object check now handles multiple entity collisions correctly producing better sliding data
* Camera Angle now updated when free flight rotation commands used
* Camera FOV now no longer affects locked objects restoring the fix made in Patch 3
* Shadow creation is now aware of maximum vertex index size on the graphics card avoiding a crash
* Restored transparency mode for matrices so they use the alpha required by PNG and alpha-based images
* Added new transparency mode (2=drawn at ghost layer/1=draw at normal later/0=no transparency)
* Animated models now update their shadows correctly, even bone based animations
* Amended a bug fix from previous beta. Now animated bone animations do not additionally take the frame matrix adjustment
* Both DrawObject and UpdateShadow no longer use Combined if the mesh uses a bone animation system (which has it already)
* Refined box collision to work, while retain better sphere collision on complex models such as bone based models
* Fixed Patch4 problem that caused the BOX GRADIENT command now to fill its colours in correctly
* All registry commands now manipulate LOCAL_MACHINE settings (rather than mixed local machine and current user)
* Bone animation loads in even when single mesh uses multi-material components

Beta4

* Due to new trasparency system and stencil system, particle phase muved before ghost object draw (fixes particle Z issue)
* Ghosting of matrix entities when transparency used now fixed to work just like object transparency
* Ambient Light of Matrix entities correctly adjustable now
* Ambient levels of loaded models now reset to full R,G,B,A for DBV1 compatibility (specific support to follow)
* Specular Effects disabled including specular components of all materials (specific support to follow)
* OBJECT SIZE X,Y,Z now takes into account the scale of the object
* Bone animation models now start correctly on their first frame rather than reset to the matrix identity
* FADE OBJECT works once more, and handles ambient and direct light factors when working out the final visual fade level
* Material Ambience now copied from Material Diffuse for loaded models (for DBV1 and Patch 3.1 compatibility)
* LOCK and UNLOCK now only perform their code only if the lock flag is properly set rather than absolute called each time
* AnimationOptions in the X file format can now determine whether position animation is spline or linear interpolated
* Keyframes are now sorted by time to avoid the animation-skip artifact when data in the original file is not sorted
* Normals are now updated when bone animations are performed on meshes, giving better lighting on respective models
* Brand new mutlmaterial handling code added for bone models, allowing full support for C4D X file exports (so far)
* Models with unusually large animation areas are now culled correctly by pre-calculating largest culling sphere
* Particles once again use the colour fading system that ties with particle lifespans and gives particles colour
* Fixed a long term bug that caused fogged ghosted objects to use the fog color twice (bright ghosts), fog override fixed
* Fixed long terms bugs that caused fogged matrices and particles to be colored twice causing too much brightness
* Fixed important clean-up system for executables prematurely terminated so DBPData folders are not clogging temp folder
* Make and Modify Memblock Mesh now works for meshes that have an index data buffer and also multiple FVF types
* Bug introduced by 3DCP model resurfaced when using APPEND in addition to LOAD, now fixed and bounds recalculated also
* Improved bone animation code to factor in all the skin weights of the bone animation for greater accuracy
* CHANGE MESH now works with meshes by creating a basic solid white texture with the brand new mesh
* GF3 revealed bug that meant VBs where not created big enough to hold all vertex data
* GF3 revealed bug that caused the stencil buffer to retain corrupt stencil data, fixed by forcing a clear operation
* Removed overriding influence of returning double integers from a VAL expression. Compiler enhancement planned to replace.

BUG FIXES THAT AFFECT PATCH 3 MIGRATION

* OBJECT COLLISION and OBJECT HIT now return the ID of the object struck when the second parameter is zero
* LOAD OBJECT for bone based models how retain the root translation data (can now be offcenter) - adjust with OFFSET LIMB
* LOAD OBJECT for limb based models loads the limbs in hierarchial order when indexing so limb values may differ
* OBJECT SPEED, FRAME and INTERPOLATION now return floats rather than integers which may affect code using these commands
* Render State management has been improved so that lighting settings of one object does not affect subsequent objects
* COLOR OBJECT does a complete wipe of the base texture now rather than fill only the diffuse element of the object
* MATRIX TEXTURE TILES are now rotated 180 degrees so that they face the correct orientation in relation to the defaults
* Bug when glue object to model limbs caused a position scaling error, now fixed (revealed in old face demo)
* Bug that reversed the Parent and Child parameters of the LINK LIMB command are now fixed
* Fixed a long standing vertex shader bug which prevented the forth float to be used in the shader in SET V.S VECTOR
* The BOX primitive is created differently so to invert it you must scale 100,-100,100 and not -100,-100,-100
* Specular lighting has been enabled in anticipation of new commands that will control it, so lighting is slightly different
* Deleting cameras no longer causes a resource leak such as that resulting from The Labs demo program
* Particles are now rendered between the solid and ghost layers, which means particles can sometimes seem dimmer now
* SYNC OFF (as well as the default sync state) is now processor friendly with a Sleep(1) during idle processes (
"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
MrTAToad
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 7th Mar 2003 18:52
I like the C4D support!

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
xtom
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Ireland
Posted: 7th Mar 2003 20:28
Wow, lot's of changes, can't wait. Has DELETE STATIC OBJECTS been added for removing static collision boxes?
Richard Davey
Retired Moderator
24
Years of Service
User Offline
Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 7th Mar 2003 21:21
Nope, that's a Patch5 thing (along with most of the nodetree optimisations).

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
ZomBfied
23
Years of Service
User Offline
Joined: 2nd Oct 2002
Location:
Posted: 7th Mar 2003 21:52
Due to new trasparency system and stencil system, particle phase muved before ghost object draw (fixes particle Z issue)

Does this mean the ghosted object thing is fixed?

Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 7th Mar 2003 22:18
Depends on your graphics card.

Current Project: Retro Compo. Entry.
Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 7th Mar 2003 22:19
Over 80 bugs fixed, and by reckoning at least another 200+ to go - well, its a start

Current Project: Retro Compo. Entry.
Duffer
23
Years of Service
User Offline
Joined: 9th Feb 2003
Location: chair
Posted: 7th Mar 2003 22:56
Any chance of a SAVE OBJECT command to save a 3D Object including it's animation...? in .x format?

Muddleglum
23
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: New Zealand
Posted: 7th Mar 2003 23:12
Have i missed something here? Have the free flight rotations already been fixed in a previous patch? Or are they still in the ... ha ha .. (new) pipeline?
Muddleglum
23
Years of Service
User Offline
Joined: 3rd Nov 2002
Location: New Zealand
Posted: 7th Mar 2003 23:22
Come to think of it, is it going to be possible to download a new demo version that will work despite an earlier version 'time expiring'?
The first version could do nothing I wanted, and I really need a better idea of capability and problems now.
Richard Davey
Retired Moderator
24
Years of Service
User Offline
Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 8th Mar 2003 01:08
Duffer - unlikely, the save object command will only save the new .DBO format, sorry.

Rob-K - that's 80 more to perfection!

Muddleglum - rotations and their effect have nothing to do with the 3D pipeline. What exactly is the error you are refering to?

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Easily Confused
23
Years of Service
User Offline
Joined: 22nd Oct 2002
Location: U.K. Earth. (turn right at Venus)
Posted: 8th Mar 2003 01:31
Now I understand why this patch has taken it's time. My respects to Lee and co.

Well, fingers crossed that this fourth revision is the last before public release

Programming anything is an art, and you can't rush art.
Unless your name is Bob Ross, then you can do it in thirty minutes.
SneakyPeach
23
Years of Service
User Offline
Joined: 6th Dec 2002
Location:
Posted: 8th Mar 2003 04:24
Will there be a new demo release after patch 5?

OrcishBlue
23
Years of Service
User Offline
Joined: 9th Feb 2003
Location: Canada
Posted: 8th Mar 2003 05:25
wow that's some list, great job !

can't wait to try this puppy :
OrcishBlue
23
Years of Service
User Offline
Joined: 9th Feb 2003
Location: Canada
Posted: 8th Mar 2003 05:27
forgot to ask,

i saw there was some work done on types and arrays, are the dynamic arrays fixed ?
just wondering.

thanks
Duffer
23
Years of Service
User Offline
Joined: 9th Feb 2003
Location: chair
Posted: 8th Mar 2003 10:57
Rich,

Will you be able to load a 3D object in another format (.3ds, .x) and then save (and then load) as .dbo - and keep animation data??? Please say yes.

Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 8th Mar 2003 12:47
Yes - But not in Patch 4 probably.

I believe that the DBO format is designed to retain animation data.

Current Project: Retro Compo. Entry.
IanM
Retired Moderator
23
Years of Service
User Offline
Joined: 11th Sep 2002
Location: In my moon base
Posted: 8th Mar 2003 14:03
OrcishBlue: Dynamic arrays are still broken at the moment. This should be fixed in patch5.
monkee
23
Years of Service
User Offline
Joined: 28th Feb 2003
Location: United Kingdom
Posted: 8th Mar 2003 17:44
Is there any chance that future releases will have support for vertex colours? It would be excellent if Dbpro could.

Ive exported vertex coloured meshes out using the panda x exporter and viewed them fine in microsofts x viewer but it does'nt seem to come across.
We could prelight our meshes or have just vertex coloured games then. Joy.
Thade!
23
Years of Service
User Offline
Joined: 11th Sep 2002
Location: Austria
Posted: 8th Mar 2003 21:13
@monkee - to catch up with your knowlegde a bit - can you tell what you mean with vertex coloured games? To get an idea please tell me a successful game-title.
PiratSS
23
Years of Service
User Offline
Joined: 18th Oct 2002
Location:
Posted: 9th Mar 2003 01:33
MD2 Bug fixed? Does it load properly now?


Toughest line of codecol$=asc(left(Pcol$)),1+str$(rev)+chr(80)+left(right(mid(name$),1),1)
Kangaroo2
23
Years of Service
User Offline
Joined: 26th Sep 2002
Location: United Kingdom
Posted: 9th Mar 2003 02:18
Pirat MD2 and MD3 won't load at ALL in Patch4, its being disabled til Patch 5 - 3ds is dissabled too, only *.x files will load. Sorry

Whilst I seem to be mentioning a lot of features NOT included in patch 4 from what I have used of it I would just like to point out I am MASSIVELY impressed with the new found stability it brings my system and the massive improvement of the Pipeline. It must have been a b*ch to program and Lee/Mike or whoever have worked wonders

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
n3t3r453r
23
Years of Service
User Offline
Joined: 8th Nov 2002
Location: Russia
Posted: 9th Mar 2003 07:20
About new transparency system. Does it means that there will be no something like this (painting transparent border into backdrop color):


You can see to plains, firts is textured with transparentcy setted to 1 and second is just plain moved a bit.

Please, say yes.
n3t3r453r
23
Years of Service
User Offline
Joined: 8th Nov 2002
Location: Russia
Posted: 9th Mar 2003 07:21
Oh! Sorry, not 'to plains' but 'two plains'
RossageSausage
23
Years of Service
User Offline
Joined: 9th Mar 2003
Location:
Posted: 9th Mar 2003 07:36
I have yet to purchase DBPro but I am going to soon, is it still very early developement or is it polished enough to warrant a purchase??......should I wait cause it sounds like everyone thinks its a little too buggy

Thanx!!

n3t3r453r
23
Years of Service
User Offline
Joined: 8th Nov 2002
Location: Russia
Posted: 9th Mar 2003 08:22
Hm... yes it's a little buggy at this time But as you can see patch4 will fixs a lot of bugs and patch5 will fix practicaly all bugs (I hope).
TogaMario
23
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 9th Mar 2003 09:28
How about that polygon collision? really need a better way to make my .X filled levels than making millions of collision boxes. Thank you much for this patch, it's a whopper! Particularly interested in the new DBO format!

P.S. This is what the alphabet would look like if Q and R were eliminated.
n3t3r453r
23
Years of Service
User Offline
Joined: 8th Nov 2002
Location: Russia
Posted: 9th Mar 2003 09:45
Yea I'd like to see this format too.
Kangaroo2
23
Years of Service
User Offline
Joined: 26th Sep 2002
Location: United Kingdom
Posted: 9th Mar 2003 13:09
Net Eraser, no I'm afraid that still happens to an extent. Play my Quake 3 demo and shoot up at the sky. It certainly appears to be a load better , but not quite perfect

TogaMario - I am awaiting polygonal collision with baited breath too I would love to see that working properly but as far as I'm aware Patch 4 does nothing to fix it, maybe in patch 5 (which every1 as said is not far away) ? Don't hold your breath for it tho, I have a feeling that if it does work it'll be incredibly processor intensive and maybe to slow to use on large *.x file levels

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
monkee
23
Years of Service
User Offline
Joined: 28th Feb 2003
Location: United Kingdom
Posted: 9th Mar 2003 15:23
Spider- mario sunshine uses vertex shading, with textures applied on top. Lots of the rare games use it aswell. You can paint colour onto meshes directly, or prelight them. The only thing is that I dont think you can have dynamic lighting aswell so there would be no lighting influence from your db lights.
Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 9th Mar 2003 15:53
Polygon collision is in the works.

Current Project: Retro Compo. Entry.
Ratty Rat
23
Years of Service
User Offline
Joined: 24th Sep 2002
Location:
Posted: 11th Mar 2003 11:02
I don`t see a fix for Clone object, my retro game currently has to load in about 100 objects, most of which are duplicates, it takes too darn long!

Nothing about rotate/pitch/roll etc either, I have a project I started in DBV1 which is still on hold waiting for these commands to be fixed.

Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 11th Mar 2003 15:22
"I don`t see a fix for Clone object, my retro game currently has to load in about 100 objects, most of which are duplicates, it takes too darn long"

How about loading one object into a mesh in memory and then make all the other objects from the one mesh.

Current Project: Retro Compo. Entry.
Trev C
23
Years of Service
User Offline
Joined: 18th Feb 2003
Location: United Kingdom
Posted: 11th Mar 2003 18:14
What problems are you having with Clone object?

I have and Asteroids clone which uses Clone object with no problems, I load three Asteroids (Large, Medium and Small) and then clone them (the small one clone 40 times).

I have noticed no problems with the command.

Trev

Trev C
mimesis
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Norway
Posted: 11th Mar 2003 18:28
The problem with Clone Object arise when u clone
meshanimated X characters,as theese have usually animation associated.
D Man
23
Years of Service
User Offline
Joined: 3rd Oct 2002
Location: Germany
Posted: 11th Mar 2003 19:22
Clone Object didn't work for me, too.

"If you can't make it good
make it look good."
Bill Gates
Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 11th Mar 2003 22:32
The method I suggested should be almost as fast because it, like Clone object creates the object from memory rather than having to load it in from a file each time - which is the slow part of loading a model.

Current Project: Retro Compo. Entry.
Richard Davey
Retired Moderator
24
Years of Service
User Offline
Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 12th Mar 2003 07:06
Just a quick message to say that we released another build of Patch 4 just now - Beta 5. Even more bugs fixed - this is very very close to final release now and it should be only a matter of days before we do a final build. Current ETA is this weekend but Lee will ultimately decide.

Oh and hopefully 3DS import will be finished in time too.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
D Man
23
Years of Service
User Offline
Joined: 3rd Oct 2002
Location: Germany
Posted: 12th Mar 2003 08:16
That would be cool .

"If you can't make it good
make it look good."
Bill Gates
Ratty Rat
23
Years of Service
User Offline
Joined: 24th Sep 2002
Location:
Posted: 12th Mar 2003 11:02
I already use the Mesh method to clone all objects that do not have animations, but that does not work with animated objects, which most of them are in the game.

If it is just X mesh animated objects do you think it might work if I converted them to 3DS instead?
Fireburst
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 12th Mar 2003 13:54
Initial tests of the latest build of the patch have thrown up a few problems so I think there may be a slight delay before we see a general release (probably be a patch 4 beta 6 test first).

In theory, there is no difference between theory and practice. But in practice, there is.

P4 2.53 Ghz-60 Gig HD-GeForce2Ti 64MB-256 DDR
MrTAToad
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 12th Mar 2003 13:55
At least its being tested well...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 12th Mar 2003 19:20
"Initial tests of the latest build of the patch have thrown up a few problems so I think there may be a slight delay before we see a general release (probably be a patch 4 beta 6 test first)."

Can you explain more?

Current Project: Retro Compo. Entry.
D Man
23
Years of Service
User Offline
Joined: 3rd Oct 2002
Location: Germany
Posted: 12th Mar 2003 21:36
No problem...
This should be fixed in around..lets say six years.

"If you can't make it good
make it look good."
Bill Gates
Fireburst
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 12th Mar 2003 23:08
3d positioning is a little loopy and a few models have gone 'poof'

In theory, there is no difference between theory and practice. But in practice, there is.

P4 2.53 Ghz-60 Gig HD-GeForce2Ti 64MB-256 DDR
Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 12th Mar 2003 23:48
"3d positioning is a little loopy and a few models have gone 'poof'"

The P4 Beta 1 had problems with some of my models so I hope they are fixed in P4 Release.

Current Project: Retro Compo. Entry.
Kangaroo2
23
Years of Service
User Offline
Joined: 26th Sep 2002
Location: United Kingdom
Posted: 13th Mar 2003 03:27
Patch 4.3 crashes when you load a non-textured *.x files. I hope this gets fixed, it damned annoying! But seriously I'm pleased they are properly testing this, I don't mind if they take their time, if it ends up a truly worthwhile update Oh and .3ds support sounds very nice tuvm

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
The admiral
23
Years of Service
User Offline
Joined: 29th Aug 2002
Location:
Posted: 13th Mar 2003 05:11
sounds like tons of progress keep up the hard work
rapscaLLion
23
Years of Service
User Offline
Joined: 29th Aug 2002
Location: Canada
Posted: 13th Mar 2003 06:52
THANK GOD!!!
Oh my dear heck I need this patch... as long as I get it within a couple weeks I guess it's ok though so make sure it's properly tested though guys (as if I'm boss)

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Fireburst
23
Years of Service
User Offline
Joined: 26th Aug 2002
Location: United Kingdom
Posted: 13th Mar 2003 10:53
This patch will be tested more than John Testers urine test on national bladder test day !!!

In theory, there is no difference between theory and practice. But in practice, there is.

P4 2.53 Ghz-60 Gig HD-GeForce2Ti 64MB-256 DDR

Login to post a reply

Server time is: 2026-07-10 12:12:33
Your offset time is: 2026-07-10 12:12:33