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Dark GDK / DarkGDK - Version 1.6.2 Released

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Richard Davey
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Posted: 3rd Aug 2006 20:06
Hi all,

The new DarkGDK Version 1.6.2 is now available for download. To get the new release simply login to your TGC account and go to your Order History, and re-download the GDK again. You will receive a new file called DarkGDK_Freeware_0806.zip (or DarkGDK_Shareware_0806.zip if you own that version), which is the latest release.

Here's what's new:



Please report any issues you find here for Lee to address.

Cheers,

Rich

Bite my shiny metal ass
Zeal
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Posted: 3rd Aug 2006 20:09
First!

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MiR
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Posted: 3rd Aug 2006 20:10
Second! Yay. Now to get downloading.

Need path finding in your games? Have a look at the tutorials on Pathfinding.
Zeal
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Posted: 3rd Aug 2006 20:21
Hmm doing a 'modify' didnt seem to do anything, according to the readme in the install directory, im still at the old version. Gonna try a fresh install from scratch...

All you need is zeal
Miguel Melo
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Posted: 3rd Aug 2006 20:26
The tears run down the old man's weathered face... as he once again started believing in humanity.

I have vague plans for World Domination
Preston C
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Posted: 3rd Aug 2006 20:28 Edited at: 3rd Aug 2006 20:33
About time, you guys made us wait long enough

Installed perfectly and the paths are set up, but I'm guessing I've put them in the wrong order, I keep getting compiler errors when trying to compile the examples (had the same problem with the last versions examples):



Using the April version of the DirectX SDK, probably just a dumb mistake I can't see though:

Nevermind, fixed it, viva la forum search

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Formerly NWC_Omega
Zeal
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Posted: 3rd Aug 2006 20:35 Edited at: 3rd Aug 2006 20:41
Hmm... I did a fresh install (to a new directory), changed both the include and lib path in my project options, but I keep getting...



When compiling a simple project



Its been a loooong time since I got this thing working with the old version... what could I be forgetting?...

* Dark GDK! Bah!

Yeah that was it, things work fine now. You should put that in BOLD CAPS at the top of this thread. I know I cant be the only fool thats going to forget about that today.

All you need is zeal
Zeal
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Posted: 3rd Aug 2006 20:56 Edited at: 3rd Aug 2006 20:56
Something is wrong...

I cant find sync mask (youd think it would be dbSyncMask() ), but its not. Cant find it anywhere in the includes. I also seem to be getting locked into vsync, but the set display mode command doesnt take 4 parms, so how do we toggle vsync?..

All you need is zeal
Zeal
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Posted: 3rd Aug 2006 21:05
Starting to get a little worried here.. 1.6.2 means it should be on par with dbpro u6.2 right?.. Shaders dont explode when you load them, so I know something has changed. However getting a shader to load does no good if you cant use it (sync mask).

And is anyone else getting capped at 30 - 60fps like vsync is enabled?

All you need is zeal
Preston C
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Posted: 3rd Aug 2006 21:27
I'm having the same problems as you Zeal, 60 FPS cap here as well, and no VSync related commands to be found :\

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APEXnow
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Posted: 3rd Aug 2006 21:38
Zeal, do a binary search of the lib files. If it's found, define the function in the header, it might just be missing.

Search for 'mask' etc.

Paul.


Home of the Cartography Shop - DarkBASIC Professional map importer
Mike Johnson
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Posted: 3rd Aug 2006 21:51
dbSyncMask isn't defined yet. There's probably going to be a few functions where this has happened. Try linking into void SyncMask ( DWORD dwMask ); That may work for now.
Zeal
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Posted: 3rd Aug 2006 21:56
I think adding... void SyncMask ( DWORD dwMask ); to the core.h did it. It compiles now, will test soon..

What about vsync? Would it be a simple matter of adding a 4th bool parm to the display command?

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Zeal
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Posted: 3rd Aug 2006 22:33
Hmm ive tryed adding every combination of SetDisplayMode, SetDisplayModeEx, using both int and bool for the 4th parm. Cant get it to work.

On the bright side, sync mask seems ok

All you need is zeal
Mike Johnson
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Posted: 3rd Aug 2006 22:39
Zeal, this might be the function you're looking for void SetDisplayModeVSYNC ( int iWidth, int iHeight, int iDepth, int iVSyncOn );
Zeal
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Posted: 3rd Aug 2006 22:50
Hmm I added it to the display header, just like sync mask. Wont work . I didnt see anything called 'SetDisplayModeVSYNC' when I was searching the libs

All you need is zeal
Mnemonix
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Posted: 3rd Aug 2006 23:48
Will the latest version of the Direct X 9 SDK work (Jun 2006) or is the Summer 2005 edition the only one that I can use?

WE SHALL BECOME ALL POWERFUL! CRUSH THE LESSER RACES! CONQUER THE GALAXY! UNIMAGINABLE POWER! UNLIMITED RICE PUDDING ! ! ! ETC. ! ! ! ETC.! ! !
IanM
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Posted: 4th Aug 2006 00:12 Edited at: 4th Aug 2006 00:20
Ok, so all of the sample projects are now compiled as Multi-threaded, which is great, but no matter which code generation option I choose, I always get a linker conflict.

[EDIT]
I get this error from the 'world' sample on a clean release build:
LINK : warning LNK4098: defaultlib 'LIBC' conflicts with use of other libs; use /NODEFAULTLIB:library

I'm using VC++2003.
[/EDIT]

Which option should we use?

BTW, you should have really chosen MT/DLL

Zeal
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Posted: 4th Aug 2006 00:33
Did anyone figure out how to turn off vsync? Is it really SetDisplayModeVSYNC?

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Zeal
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Posted: 4th Aug 2006 01:47
Quote: "I get this error from the 'world' sample on a clean release build:
LINK : warning LNK4098: defaultlib 'LIBC' conflicts with use of other libs; use /NODEFAULTLIB:library"


Ive been getting this...

Quote: "LINK : warning LNK4098: defaultlib 'LIBCMT' conflicts with use of other libs; use /NODEFAULTLIB:library"


...forever. Even with the old patch. Im also building in release with vs 2003. I was told to ignore that warning, youre saying its causing problems for you?

All you need is zeal
monotonic
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Posted: 4th Aug 2006 02:02 Edited at: 4th Aug 2006 02:25
I get a missing file error 'quartz.lib' wtf??

EDIT: This is with VS 2005 (VC++8)

I know the voices aren't real, but they have good ideas!
Zeal
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Posted: 4th Aug 2006 02:09
You need more QUARTZ man!

All you need is zeal
Argon Knight
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Posted: 4th Aug 2006 05:48 Edited at: 4th Aug 2006 06:02
just some of my findings...

Well, I'm using VS2005 Pro, and I got the quartz.lib error. Thinking back to my last Torque upgrade, vs2005 users needed the platform sdk to get that lib. My next missing lib is "d3dx8.lib".
Since I'm using only the dxsdk april 2006, d3dx8.lib is now called d3d8.lib. I think I'll have to dig out a dx8 sdk disc. Seems vs2003 had a copy in its platformsdk dir, but not vs2005. I think the libs are cross compatible.

[edit]
Dang enter key.... wasnt finished

I think the libs are cross compatible because I added the path to the vc7/platformsdk dir and ran Dark Dungeon in debug mode. I got some message box saying something about the binary debugger does not match, first time I've seen that one, but I just ignored it.

So, to recap,

To the bottom of my directory lists for includes and libs, I got

1. everything that came with vs2005
2. the path to dxsdk april 2006
3. the path to DarkGDK
4. the path to Platform SDK 2003 R2
5. the path to VS2003 VC7 Platform SDK (C:\Program Files\Microsoft Visual Studio .NET 2003\Vc7\PlatformSDK\)

and I got the samples to run.

[/edit]
Zeal
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Posted: 4th Aug 2006 05:57 Edited at: 4th Aug 2006 09:58
@argon - did you get it working with 2005? Once people give it the thumbs up I may try the express version.

And GRRRrrrrrr, found another missing command. Theres no no-sort texture flag! Oh how I miss that little guy... I searched the basic3d lib and didnt come across anything besides the standard texture object command.

So it seems were missing that, and the 'display mode' vsync flag.

On the plus side, I got my bloom shader working (I have a feeling its running slower than it should, due to no no-sort)

*edit Wohoo! For some reason using texture limb is 10x faster than texture object. Neat tip if anyone cares.. heh. Now if I could just break this damn 60fps cap I could see how fast things are REALLY running.

All you need is zeal
Argon Knight
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Posted: 4th Aug 2006 06:03
@Zeal - I just edited my response above. I got vs2005 working.
OSX Using Happy Dude
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Posted: 4th Aug 2006 12:31 Edited at: 4th Aug 2006 12:51
Mixing VS 2003 and 2005 headers & libraries shouldn't really be done (nor should it need to be done) - you may end up using headers from one SDK and libraries from another etc etc.

Cant exactly say I'm impressed yet...

Come to the last Unofficial DBPro Convention (http://convention.logicstudios.net/)
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Morcilla
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Posted: 4th Aug 2006 15:15 Edited at: 9th Aug 2006 12:45
Neither I am.

1. - ERROR IN "globstruct.h":

Quote: "C:/Archivos de programa/The Game CreatorsDark GDK - SHAREWARE Edition/Include/globstruct.h(2) : fatal error C1083: Cannot open include file: '......Dark Basic Pro SDK/Shared/Core/globstruct.h': No such file or directory"


Content of globstruct.h:


([EDIT] : Slashes tend to dissapear above when posting)

Uh, I have no such folder.
I replaced globstruct.h, with my last known one, the beta 1.1.1, for being able to compile

2. - SHADERS DO NOT LOAD (dbLoadEffect):



It is a .fx file that I already sent Mike about 8 months ago. It run ok in DBPro last time I tried

[EDIT2: Correction, they work, using latest DirectX SDK]

3. - FADED OBJECTS DO NOT APPEAR (dbFadeObject):

I got an overload error, I try to cast (int) and (float) for the second parameter, and although it compiles, faded objects do not show

[EDIT3: This issue seems related to dbGhostObject command]

4. - ESCAPE KEY CHECK QUITS:

I was able to capture escape key pulsations and show a quit menu. Now it just quits to desktop without following the code

5. - NO BETA OR BUG THREADS REVIEWED:

From the "soon" to the "sooner than you think" and suddenly "today". How much time have they expended? Have we been waiting one year for one day work?

No explanations for the changes at the readme, some commands are missing, no bug maintenance (not confirmed, not fixed, not rejected, nothing).

Now, we report the errors and do the rest of the job, but we don't know when will they be fixed (I've heard they are now with a DP update...)

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OSX Using Happy Dude
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Posted: 4th Aug 2006 15:19 Edited at: 4th Aug 2006 15:22
Quote: "ERROR IN "globstruct.h":"

That sounds like a pathing problem.

My VS 2005 enjoys the following layout (its my works machine ):



Quote: "NO BETA OR BUG THREADS REVIEWED:"

From my emails with Lee, all bug fixes would come later - this release is really only for VS 2005 'compatiability'...

Are you using VS 2003 or 2005 ? If its the latter, how did you get around the DX 8 problem ?

Come to the last Unofficial DBPro Convention (http://convention.logicstudios.net/)
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Morcilla
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Posted: 4th Aug 2006 15:21
Looks pretty much like mine, although I use VS 2003.net
OSX Using Happy Dude
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Posted: 4th Aug 2006 15:24 Edited at: 4th Aug 2006 15:26
Indeed - the globstruct file is totally incorrect...

Come to the last Unofficial DBPro Convention (http://convention.logicstudios.net/)
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MiR
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Posted: 4th Aug 2006 15:30
Quote: "And is anyone else getting capped at 30 - 60fps like vsync is enabled?
"

mmm. I´m getting capped at 75. That´sthe refresh rate of my monitor. It doesn´t make any sense though...I´m in windowed mode.

Need path finding in your games? Have a look at the tutorials on Pathfinding.
Morcilla
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Posted: 4th Aug 2006 15:58
Quote: "all bug fixes would come later"


Lol

I think we should have been told so, and not to pretend that this is a DBPro 6.2 version.
I guess Paul doesn't want to do twice the same job. He's gonna love this.
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Posted: 4th Aug 2006 16:03
Thats if he can get it to work in VS 2005

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APEXnow
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Posted: 4th Aug 2006 16:43
These functions need to be corrected for types as well, can't see why we need to pass a string in as a DWORD pointer address?


these need to be LPSTRs right.

Paul.


Home of the Cartography Shop - DarkBASIC Professional map importer
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Posted: 4th Aug 2006 16:49
It would make much more sense, if they were LPSTR's

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LeeBamber
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Posted: 4th Aug 2006 17:39
Please don't look for new commands in this release of the GDK (1.6.2). It is merely to update the libraries to VS2005, fix some key bugs that 1.1.1 broke, clean up the projects and effect a name change. We will be looking for the key issues you have with this release, and remedy them as soon as possible. Also, do not look for a documentation overhaul in the next release as this is planned a little further down the road. We will be eager to resolve issues such as U6.2 commands that are not present, old projects that no longer compile (see readme notes fuly before reporting) and answer questions relating to the sample projects and library files layout. I will be adding GDK work to my tasks for next week so I look forward to your findings and feedback. Don't worry, we are not going anywhere

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "
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Posted: 4th Aug 2006 17:42
No very quick fix for the DX8 problem then ?

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Miguel Melo
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Posted: 4th Aug 2006 18:08
Quote: "Please don't look for new commands in this release of the GDK (1.6.2)."


Huh? Now I'm lost. I was really under the impression that this release _was_ DBPro 6.2 bar any bugs that may exist!

Why on earth call this version 1.6.2 (which sounds like "brought up to DBPro U6.2") when this is really just a VS2005-friendly 1.1.1 beta2?

Not that I am knocking the effort in making it compatible with the new compilers: I appreciate it. I just think that it is being wrongly branded.

I have vague plans for World Domination
Argon Knight
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Posted: 4th Aug 2006 19:02
Quote: "Huh? Now I'm lost."


I think we all are. What did we buy?

and does "Thank you for your patience" really mean "Keep writing your games with our competitor products until we catch up with them?"

and are we looking at another year before a patch is released?

Oh well, I'll just find another toy to play with this weekend...
Mike Johnson
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Posted: 4th Aug 2006 19:32
It uses the same code as DB Pro 6.2 so naming it in this way makes sense. The difference is that certain functions are not listed in the header files. This is something that needs to take place in the next update. The good news is - all of the bug fixes for DB Pro now apply to the GDK so it's a pretty good update when you look at it in that way.
APEXnow
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Posted: 4th Aug 2006 19:47
Ahhhh, that's more like it Now I'm happy. This was what was worrying me for the DGDK.NET, but no prob

Paul.


Home of the Cartography Shop - DarkBASIC Professional map importer
Zeal
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Posted: 4th Aug 2006 21:01 Edited at: 4th Aug 2006 21:02
Quote: "The difference is that certain functions are not listed in the header files."


Akkk but whats the definition for the new display mode command (with the vsync flag)? The one you gave earlier didnt work

@Morcilla

You still having trouble with shaders? All mine seem ok thus far

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Posted: 4th Aug 2006 21:04
Yes, its okay here too - if need be, make them availiable here...

I dont like mixing DX8 and DX9 library files, but unfortunately it will have to do. Thats my only gripe now its working.

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Morcilla
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Posted: 5th Aug 2006 01:05 Edited at: 5th Aug 2006 01:07
(Speachless)
Zeal
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Posted: 5th Aug 2006 01:50
Was that a good speachless or a bad speachless? Its so hard to tell by the tone of your voice...

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Zeal
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Posted: 5th Aug 2006 04:05
Is anyone else noticing an aweful lot of tearing? Things look exactly like they always have (tearing wise), only there seems to be something capping our fps. If vsync IS enabled, it must be having issues...

All you need is zeal
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Posted: 5th Aug 2006 10:52
No, cant say I've noticed any tearing.

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Red Ocktober
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Posted: 5th Aug 2006 17:34
i ran into a similar problem with Blitz3d... there's no single answer, well... at least that's what i've found... i wound up doing two things...

first, using the commands VWAIT:FLIP FALSE to insure that the graphics card is controlling the redraw as opposed to the cpu...

the second was to add a timing algorithm to separate the screen refresh logic from the game logic... the game logic could loop as fast as it wanted to without affecting the game logic...
but this also needs to be controlled (this is what most people ignore totally)... if the game logic is outpacing the screen refresh rate, then you might not get tearing, but the objects will move jerkily, not smoothly across the screen... i wound up slowing my game logic down to a rate of 24 with a wait timer...

now i am not up to speed on DB commands to the point i am with Blitz3D, but i'm sure there exists similar commands to set the refresh rate, force a vertical wait, and a timer to control the game logic...

just a suggestion from the fringe

good luck...

--Mike
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Posted: 5th Aug 2006 22:38 Edited at: 5th Aug 2006 22:48
In this case its locked in the code - obviously the GSDK code isn't quite the same as DBPro - which is should be really.

Anyhoo, whilst I've (finally) got is up & running, those with VS 2003 seem to be flapping out a bit more than should be, which makes me think a bit more should be done - especially as the globstruct header is totally wrong (unless of course, something has been missed in the download). I think at the moment, it can be regarded as being rather messy. It doesn't help having to use DX8 and DX9 library files either.

What needs to be sorted ASAP is :

A) Get the VS 2003 system up and running properly
B) De-link the refresh rate to the monitor speed.

Once that is out of the way, all other bugs (of which there are a few) can be sorted.

I'm of the mind to suggest a running download system where the above fixes are dealt with, and can be downloaded and all others fixed, say, a few days later.

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Zeal
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Posted: 5th Aug 2006 23:14
@Red Ocktober

Dang I wish dark gdk had a "VWAIT:FLIP FALSE" command. I dont think we have direct control over buffer swaps, or do we?

Anyway, things are NOT vsynced right now, wayy too much tearing going on. But this fps cap is getting very annoying, its really hard to tell what adding all these shaders is doing to my performance...

I think the team is taking the weekend off (deserved) so we might have to deal with it till monday.

All you need is zeal

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