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DarkBASIC Professional Discussion / DBPro Upgrade 6 Release Candidate 10 + Plugins

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monotonic
20
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 1st May 2006 12:51
Is there any help files or command list for the extras i.e.
PhysicsMain_PC_Master.dll
EnhancementsOV.dll
Enhancements.dll

My W.I.P project
Olby
22
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Joined: 21st Aug 2003
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Posted: 1st May 2006 13:03 Edited at: 1st May 2006 13:04
These are encoded dll's for users who bought them. Goto to the DBP's page and buy them. You will have example sources and help files then!

"Gangsters die, they don't go to heaven where angels fly!"
AMD Sempron 3.1+ Ghz, 512MB Ram, ATI R9550 256MB Ram, Sound Blaster Live!, WinXP SP2, DirectX 9.0c
monotonic
20
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 1st May 2006 13:05
Oh I see, so I need to purchase the licenses for them k, are they any good?

My W.I.P project
Olby
22
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Joined: 21st Aug 2003
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Posted: 1st May 2006 13:13
Oooo, simply go to the orders page and see for yourself what they do, and yes they give a lot of usefull commands to poke with!

"Gangsters die, they don't go to heaven where angels fly!"
AMD Sempron 3.1+ Ghz, 512MB Ram, ATI R9550 256MB Ram, Sound Blaster Live!, WinXP SP2, DirectX 9.0c
monotonic
20
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 1st May 2006 13:16
Yep I have been to the orders page and seen what they do, but! the only useful thing I can see in the enhancments is the EAX everything else I could do in a short period myself. As for the particles and cloth I'm waiting for the PhysX to be released, I just wanted to know if anybody had a good reason to purchase any of these.

My W.I.P project
musty
20
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Joined: 6th Apr 2006
Location: Istanbul
Posted: 1st May 2006 13:51
Habatar and Lost in Thought , thank you very much for the working links.

"Ignorance is bliss." Cypher from the movie The Matrix
enablerbr
22
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Joined: 22nd Jun 2003
Location: United Kingdom
Posted: 1st May 2006 14:27 Edited at: 1st May 2006 14:30
is it just me or do some of the examples in the help files not work? 1 example is the display functionality. line 16 command is now obsolete.

there are others that aren't working in a similar fasion.


Edit: i'm guessing these help file examples haven't been updated for version 6.
zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 1st May 2006 16:15
You're right. And if you would read the whole thread, you would know what the plan for their release is.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
monotonic
20
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 1st May 2006 16:34
@ enablerbr
Quote: "1) The new help system will take another month or so to perfect (even though it's looking much better already!), and he's on holiday for 2 weeks"


@ zircher
Why are there so many arrogant T@*TS around here it took me exactly 30 seconds to go back and get a quote it would have taken less to just type it, is that so hard??? instead you just throw uneducated abuse around...

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enablerbr
22
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Joined: 22nd Jun 2003
Location: United Kingdom
Posted: 1st May 2006 19:55
i have been reading this thread. i simply mistoke that quote to refer to the way the help file commands was orginised.
Fang
22
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Joined: 2nd Jul 2003
Location:
Posted: 1st May 2006 23:36
Uhm.. Where's the Enhanced Terrain DLL? Can't seem to find it for U6.0
Thanks

"I really don't know how WWIII will be fought, but WWIV will be with sticks and stones"
- Albert Einstien
zircher
23
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 2nd May 2006 05:55
monotonic, I find it much more enteraining to smack the clueless with a rolled up newspaper and make them do their own research. Ideas sink in that way, like "Oh, I should actually read the thread before posting."

I was generous enough to throw him a clue, but I'm not one to rollover and fetch unless I feel like it.

BTW, my abuse was not uneducated, I told the fellow exactly where and how to find the information. Now, if you would get off your high moral horse and stop throwing uneducated abuse at me, I'd appreciate it.
--
TAZ

[Notice that I did not deny the arrogant part. I know my limits.]

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
RaceGT
20
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Joined: 15th Aug 2005
Location:
Posted: 2nd May 2006 09:48
Can anyone confirm what I've seen with RC10?

RC10 is doing something with mipmapping that I haven't seen it do before. My last version was one (?) of the earlier 6.0 betas, and I used that for a long time since I hadn't had any problems with what I was trying to do with it. I went to RC10 because it looked like that would be that last of the 6.0 upgrades.

There is some sort of mipmapping happening now even when I've specified the object with SET OBJECT FILTER (0,1 and 2, even 0 is still performing some kind of manipulation of the textures with distance) (and setting the image to no filter as well). Only reason it's a problem is because the texture it's causing the problem with is a green speckled texture, like 'green noise', if you will. It's a texture that is repeated many times across the surface, with UV mapping. At certain distances, i see little back squares come up in the texture as it is blended, and it totally throws off the look.

Before, when I set either the texture (image) or the object itself to NO FILTER, the texture would not change with distance. I'm using a textured .X object that I'm just loading as-is, I'm not re-texturing it after I've loaded it.

http://www.geocities.com/crmnlelmnt/
RaceGT
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Joined: 15th Aug 2005
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Posted: 2nd May 2006 12:24
I'm not sure why this new mipmapping is occuring now, but I found a way to remedy the problem I was having with my object. I just cut that part of the model into a separate piece, that I can texture individually (and using the filter options on Load Image command). If the piece in question (the only bitmap-textured piece on the entire model, everyting else is just material color) is part of the model as a whole, then it becomes mipmapped with distance when I load it. But if I just cut that piece into a separate object, then I can texture (and control) it just fine. But I found that by doing this, I had to change the method I used for transparent objects which appear OVER the piece in question, from using ALPHA MAPPING ON to GHOST OBJECT + using a TGA/alpha as a texture. So I guess it's working fine.

http://www.geocities.com/crmnlelmnt/
monotonic
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 2nd May 2006 12:26
@ Zircher

lol , I like your style, maybe your right encouraging people to do their own research is best.

* walks off with tail between legs *

My W.I.P project
Olby
22
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Joined: 21st Aug 2003
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Posted: 2nd May 2006 17:05
@RaceGT:

All models and textures loaded by default without any params are automatically mipmapped (lowers the quality as the camera distances from the surface), if you want to control mipmap use the SET OBJECT TEXTURE command. SET OBJECT FILTER controls ONLY texture filtering which means, if you use no filtering textyres will appear very blocky like in old games. Very simple and I never had any problems yet with latest U6 and mipmapping.

"Gangsters die, they don't go to heaven where angels fly!"
AMD Sempron 3.1+ Ghz, 512MB Ram, ATI R9550 256MB Ram, Sound Blaster Live!, WinXP SP2, DirectX 9.0c
RaceGT
20
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Joined: 15th Aug 2005
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Posted: 4th May 2006 08:22
Ah ha, thanks for pointing out that difference, Olby. I only have the online version of DBP, so that distinction between the 2 methods of filtering may have been lost on me without the book. But I'll remember it now. I've actually seen that effect you mentioned of the texture having no smoothing whatsoever (looks like a pixel-resize of an image, except applied on the object), but I wasn't sure which of the tweaks I tried had caused it (whether I was manipulating the object's filtering or the image's filtering). But thanks for pointing out that I should be using Set Object Texture as well to control texturing.

http://www.geocities.com/crmnlelmnt/

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