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DarkBASIC Professional Discussion / UGH! Patch 4 woes (already)

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ZomBfied
23
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Posted: 21st Mar 2003 20:43
Under Patch 4 my game now crashes. Here's the info if it helps:

BERZERKER caused an invalid page fault in
module D3D8.DLL at 0167:02317de0.
Registers:
EAX=00519620 CS=0167 EIP=02317de0 EFLGS=00010286
EBX=00000000 SS=016f ESP=0064f6c8 EBP=0064f710
ECX=a0000044 DS=016f ESI=004285c0 FS=2c8f
EDX=00428824 ES=016f EDI=00000000 GS=0000
Bytes at CS:EIP:
8b 49 18 85 c9 74 2c 8b 40 14 8b 98 58 02 00 00
Stack dump:
00000000 0051d58c 00440000 0231a977 0051d58c 00000000 0051d588 023150f7 00000000 00000001 0051d58c 0051d588 00000000 01f70010 0064f6f0 0064fda0

I can't figure out exactly what it's doing at the time of the crash, but I'll keep trying.

In another game it works, but some of the loaded x objects end up being wireframe when they aren't supposed to be.
ZomBfied
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Posted: 21st Mar 2003 21:19
It crashes at a point during the game, then if I run it a second time it crashes immediately and locks up my system.

While I got it to run I noticed some things:

Ghosted objects look a lot dimmer. (this is OK I'm just saying)

some textures were drawn such that only the first 64xs64 part of the texture was on the object. I texture the walls in my maze at run-time and they look like the top left corner of the wall texture is stretched over the whole wall.

I got absolutely no fps improvement at all. In fact it seems a little slower.

On the plus side, Ghosted objects are no longer hidden when they shouldn't be.

What's the dilly o? Maybe I could give you the source & media and see if you can compile it and get it to work?

MrTAToad
23
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Location: United Kingdom
Posted: 21st Mar 2003 21:22 Edited at: 21st Mar 2003 21:23
I'll try if you like...
See what I can come up with...

Now a routine of mine has jumped from 3 to 60FPS, its time to start designing my game, so I should have a bit of free time for trying your program...

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
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Posted: 21st Mar 2003 21:27
Post the code -
then we can help

"Ghosted objects look a lot dimmer. (this is OK I'm just saying)"

That means that they don't look horrible like before (nasty bright ghosts)

"some textures were drawn such that only the first 64xs64 part of the texture was on the object. I texture the walls in my maze at run-time and they look like the top left corner of the wall texture is stretched over the whole wall."

"I got absolutely no fps improvement at all. In fact it seems a little slower."

The FPS improvement REALLY depends on your program. Programs like the huge dungeon tutorial will get a huge speed boost, other programs will recieve less, some will see a slight decrease.

Current Project: Retro Compo. Entry.
ZomBfied
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Posted: 21st Mar 2003 21:45
"The FPS improvement REALLY depends on your program. Programs like the huge dungeon tutorial will get a huge speed boost, other programs will recieve less, some will see a slight decrease."

A slight decrease. Great. All that for a slight decrease. I swear if db v1 had types...

I adjusted everything to how the ghosted objects were before, though, it will be nice to have more dynamic range in ghosting.

F&*#-it I'll put up all my game source and media for anybody to download It's my retro entry. It's got some nifty functions in it that I use in most of my games in one form or other.

The Communist
23
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Posted: 21st Mar 2003 22:04
i have loads of problems with patch 4. first of all, my fps drops from about 150 with patch 3.1 to 3-5 with patch 4. all my 2d disappears (both sprites and simple 2d commands). collision detection gets screwed up. all my locked objects disappears. all my colored objects get white. ghost object does not work at all.

some other stuff too. what the heck happened?!?

Workers of all lands, Unite!
Rob K
Retired Moderator
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Posted: 21st Mar 2003 22:08
WTF???

All my stuff runs absolutely fine - You guys are just SERIOUSLY unlucky

Current Project: Retro Compo. Entry.
ZomBfied
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Posted: 21st Mar 2003 22:08
OK I put the source & media up for download. Maybe we just installed patch 4 wrong? Seem like it was tested out the yin yang before this release so I can't imagine why the most anticipated patch ever hits us like Jar Jar in the Phantom Menace.

Rob K
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Posted: 21st Mar 2003 22:09
"A slight decrease. Great. All that for a slight decrease."

Most games will get a speed boost - at least any with a significant amount of stuff on screen.

Current Project: Retro Compo. Entry.
Rob K
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Posted: 21st Mar 2003 22:10
Ah yes people - I initially had a lot of problems because I had implemented workarounds earlier to deal with bugs in Patch 1-3.1. These were since fixed in Patch 4 so I had to remove all the tweaks to get everything working correctly.

Current Project: Retro Compo. Entry.
The Communist
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Posted: 21st Mar 2003 22:13
does anyone within the DB team have any comments on any of the problems with patch 4 presented here?

Workers of all lands, Unite!
randi
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Posted: 21st Mar 2003 22:14
My Q-bert clone does not work right with patch 4.
I guess I am unlucky too.

My first title screen does not appear, but the second screen does.

'Clone Object' keeps telling me that the object already exists.
???

And the right side of my blocks are not being drawn to the screen.
Thier is at least one more problem, but it is with the game play and I have not put my finger on it yet.

Randi
Andy Igoe
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Posted: 21st Mar 2003 22:34
I have several projects on the go, interestingly the most complex and model intensive was Terrascape and I found the migration to patch 4 relatively painless and the speed boost great.

Hyperbowl really didn't like patch 4, that's ok though I just carried on in 3.1.

I've another project i've not announced that runs the same on either with no migration.

It really does depend on how well you coded your program. My only project to be problematical under patch 4 I will admit is a code-bodge - it's thrown together in the fastest possible way without care nor want for good design. Terrascape which is well designed and structed migrated easily and got a big speed boost.

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
the architect
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Posted: 21st Mar 2003 22:40
P4 is meant to boost the 3d pipeline. I guess that means that the speed performance applies to 3d games and not 2d games. How many have checked out the migration notes at the bottom of the download page.

I find it hard to believe that after all the playtesting that p4 is a letdown.

ZomBfied
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Posted: 21st Mar 2003 22:48
I don't think so.

How would badly structured code result result in the right side of blocks not being drawn when they were drawn before with the same code?

Berserker wasn't thrown together or terribly poorly coded, have a look for yourself --if I'm doing something wrong by all means show me where.

The Communist
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Posted: 21st Mar 2003 22:49
P4 isn't a letdown, it just doesn't work at all

Workers of all lands, Unite!
D Man
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Posted: 21st Mar 2003 22:52
@Randi: I had this problem too, but I fixed it by changing the parameters(clone object object number,source object).

"If you can't make it good
make it look good."
Bill Gates
the architect
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Posted: 21st Mar 2003 22:56
The migration notes actually warns us that certain objects such as cubes are created different from the previous. Just check it out to be sure.

Rob K
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Posted: 21st Mar 2003 23:03
I think this is like DBClassic to DBPro migration again people - time to recode all your apps from scratch again

The good news is that I don't think that we will see any more such major life-threatening changes in the future.

All my apps migrated fine - But the bugs that are resulting, especially in ZomBified's case will be damn hard to solve - a sporadic bug causing a crash in the Direct3D DLL on the render command, it really doesn't get much harder

Current Project: Retro Compo. Entry.
MrTAToad
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Posted: 21st Mar 2003 23:11 Edited at: 21st Mar 2003 23:15
Zombie - Where's the code to download ?
Dont worry - found it.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
ZomBfied
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Posted: 21st Mar 2003 23:25
Hahah Great! Congrats to me for getting a good hard bug! Hey it's all part of the development process. And it's the helpful DB community that keeps me coming back.

MrTAToad
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Posted: 21st Mar 2003 23:29
I suggest you e-mail it to DarkBasic, see what they can do.
According to Rob's information, it sounds like the compiler is getting something wrong.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
the architect
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Posted: 21st Mar 2003 23:37
I have found both good and bad things to say.

Apologies to Z for my over enthusiasm.

Wilst the program did increase in speed (60 upto 140 fps - I suspect most of my speed drain comes from the collision detection and line of sight for the BSP world) which I was not expecting to get I discovered to my annoyance that part of my assault weopon seems to flicker on and off (not all of it - just parts).

Also the BSP level lighting now flickers on and off too.

SoulMan
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Posted: 21st Mar 2003 23:38
The Communist,
I recommend doing a reinstall, that might help clear up any problems.
Plus, make sure you are running on the latest drivers from Nvidia. That always seems to be a problem for most people.
SoulMan

I am my own and own my am I
The Communist
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Posted: 21st Mar 2003 23:42
i tried reinstalling, doesn't help. i also downloaded the latest nVidia drivers just a week ago... hmmm... seems just odd.

Workers of all lands, Unite!
lcfcfan
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Location: North East, UK
Posted: 22nd Mar 2003 00:04
There are some new detanator 43.30 drivers not been reased yet by nvidia only in beta form so you won't find them on the nvidia site but if you search the web for them they should be around i found them on a german site!

hope that is of some use to you.

2ghz, ati radeon mobility 32mb DDR, 30gb, 256mb DDR ram, Win Xp
MrTAToad
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Posted: 22nd Mar 2003 00:25
No, dont bother with any beta drivers, you dont know whether they are stable or not.

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Easily Confused
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Posted: 22nd Mar 2003 00:48 Edited at: 22nd Mar 2003 07:54
Hmmm, I'm begining to discover that some of my x models, made in Truespace 6, are not loading correctly, I sometimes get a messy jumble, they look like they've been run over by a train

Good thing I wasn't working on anything serious before Patch 4, I deliberatly held back any projects until now.

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.
Terabyte
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Posted: 22nd Mar 2003 00:53
I TOO HAVE NOTICED A DROP IN FRAME RATE.
WAS PATCH 4 SUPPOSED TO FIX BSP HEIGHT ADJUSTMENT. SO FAR MY PROGRAM JUST CLOSES WHEN I GET TO THAT COMMAND.

I have a word of advice...
..don't piss on an electric fence!
ZomBfied
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Posted: 22nd Mar 2003 00:57
I reinstalled dbpro and upgraded to patch 4 cleanly. No luck there...

Cpt Caveman
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Posted: 22nd Mar 2003 01:01 Edited at: 22nd Mar 2003 02:03
First the good news:

Objects load in so quick its amazing
Polygon to polygon collision no longer crashes my projects.
Set shadow shading on almost works with static objects(buildings etc), not with moving objects
Some projects have a speed increase(if the fps command is correct, a sync rate of 100 now shows the fps to be 110,whereas before it would be constantly at 100)

And the Bad:

Mapedit maps have an error, they load but an error appears on compiling(and sometimes depending on the project the matrix can have a wavery effect)
Some projects drop dramatically in performance(i guess its how they were coded)
Some object to object collision detection appears to be variable(It can detect one object hitting another, but then collision with another object, detection just doesn't happen)

The worst part is when I compare the code of a project that benefits from patch 4 and one that doesn't I can't see why I'm having trouble.

More time testing my projects is definately need. The above statements is only after 1 hr of testing.
The admiral
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Posted: 22nd Mar 2003 01:11
Well I dunno what you are all having problems with and why but patch 4 works fine for me and I have never had problems with other patches either.
MrTAToad
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Posted: 22nd Mar 2003 01:34 Edited at: 22nd Mar 2003 01:36
Well, it is a problem because more than 1 person can get it - I certainly did (and you should see what happened when I used my trace command in it). Therefore it does need to be looked at, and as I said before, send it all to Lee or someone...

By the way, I'm using a GeForce4 MX with 40.41 drivers, Windows Xp, 384Mb RAM

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Richard Davey
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Posted: 22nd Mar 2003 02:24
"Clone Object" - yes we identified a bug with this earlier (and very very strange one!) basically clone object doesn't like an object number higher than 49 (ie 50+ breaks it) but up until that point it works fine. Lee is already aware of this and will fix it quickly.

"i have loads of problems with patch 4. first of all, my fps drops from about 150 with patch 3.1 to 3-5 with patch 4. all my 2d disappears (both sprites and simple 2d commands). collision detection gets screwed up. all my locked objects disappears. all my colored objects get white. ghost object does not work at all."

Without seeing your code it's impossible to comment on ANY of the things you mentioned. I will help debug anyones code but I will not debug random observations.

Anyone is welcome to email code to me (and it MUST include required media so I can run it). You know my address. I'm away from Sunday until Thursday, but I an work on this until I leave and when I return.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
ZomBfied
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Posted: 22nd Mar 2003 02:41
Here Please, have at it.

http://www.aquaterranorthwest.com/tlgames/berzerker/berzerk.zip

BoB Vila
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Posted: 22nd Mar 2003 02:51
Man, now that is what I call support.

I've definatly noticed some immediate differences. Such as, my one .x object doesn't show up. But I'm sure I can figure that out though. And the field of view changed. No big deal there either. Just interesting.

Bobvila.com made me take off my avatar! (dunno how they found out)

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