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DarkBASIC Professional Discussion / Pk3 and Bsp files - could someone please explain?

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Aralox
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Posted: 7th Jul 2007 16:17
Im sure someones gonna tell me that there is something like this somewhere else in the forum, but at all the posts ive seen, people seemed to know what they are. what are they??
how do i make them? why are they needed? arent x files enough?


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Manic
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Posted: 7th Jul 2007 17:28
ok, bsp stands for binary space partitioning, it's the format used for the maps in the quake engines. pk3 files contain all the textures needed, it's really just a .zip file, renamed.

There's all sorts of proprietary nonsense surrounding bsps though; you can't use the editor that comes with half life, or valve's bsp compiler programs. It's been ages since i looked into this stuff, so i can't remember much, but you need to find replacements for all those (they exist, but i can't remember what they're called or who made them). Plus, BSPs take AGES to compile.

it's a bit defunct now though, I'm not sure if TGC still support it. You're better off with .x files. It's a bit harder to get collision going etc, but ultimately a better solution.

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RUCCUS
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Posted: 7th Jul 2007 18:35
IIRC the only plus side to using BSP's was the built in collision, that still didnt work as it is. Get sparky's dll, do a few searches until you find the "Massive Collision Resource" thread, and you can have great collision with .x files just the same.


Aralox
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Posted: 8th Jul 2007 04:15
Thank you. i think i will stick to x files, like you said. i dont know how quake comes into dbpro, but i know that i dont need to do all that. i have sparky's dll, but its really giving me hell.
i posted at his thread


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Posted: 8th Jul 2007 04:28
Better yet, use .DBO files. They work the same way as X .files, they just load faster since they're Dark Basic Pro's native format.

You can convert .X files to .DBO files.

Load an .X file, then use the save object command to save it as a .DBO file, like this:



Aralox
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Posted: 8th Jul 2007 04:38
Ohh ok. so will converting it make it better for collisions and stuff as well as speeding up loading times? (i presume)


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Manic
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Posted: 8th Jul 2007 17:45
using DBO files will do nothing more than speed up loading times, and possibly take up less disk space.

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Roxas
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Posted: 8th Jul 2007 21:04
Are u sure? It stores lightmap information too.. And entities information on 3dws.


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Manic
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Posted: 8th Jul 2007 22:04
.x files can hold lightmap information too, it can store up to 3 UV maps.

You can store entity information in an .x file by adding limbs with a naming convention, I've done this myself and it's working great at the moment.

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Flamboyant Fish
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Posted: 8th Jul 2007 22:55
Quote: "why are they needed? arent x files enough?"


Just like .dbo a .bsp can support light and collision. But I believe the ultimate feature a bsp has that a dbo doesn’t is its built-in visibility functions.

When you compile a bsp you compile the –bsp –vis and –light. The –vis (visabilty) allows for octrees and/or quadtrees on your map. I may be wrong, but I still don’t think .dbo objects have self-occlusion culling.

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Aralox
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Posted: 9th Jul 2007 04:16
self-occlusion culling? whats that?
Sparky's dll dosent work for me, so i need an alternative solution.


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Flamboyant Fish
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Posted: 9th Jul 2007 04:50
Quote: "self-occlusion culling? whats that?"


Occlusion Culling

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Aralox
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Posted: 9th Jul 2007 08:01
I dont understand a word of it. surface hiding? is that something do do with when i turn my landscape upside down it dissapears?


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Manic
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Posted: 9th Jul 2007 12:57
occlusion culling is a process where the computer calculates what polygons can be seen by the camera, and then only draws those polys. It doesn't bother to calculate the ones that can't be seen, so you get a speed increase.

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Cash Curtis II
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Posted: 9th Jul 2007 17:32 Edited at: 9th Jul 2007 17:34
Quote: "occlusion culling is a process where the computer calculates what polygons can be seen by the camera, and then only draws those polys"

I'm sure you know the difference between regular culling and occlusion culling, but just so that anyone wondering about the difference I thought I'd just point it out.

Any culling system will essentially exclude the polygons that it is assigned from the draw call. Usually these are just polygons that just aren't on the screen. Basically, if it's not supposed to be drawn then it won't draw it.

Occlusion culling does that too, but is much more specific and complex - it will specifically exclude only those polygons from the draw call that are totally blocked from view by other polygons.

Other culling systems won't do this at all - although they might be totally blocked from view by other objects, if it's still on screen it will still be drawn.


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Aralox
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Posted: 10th Jul 2007 09:21
ohhh ok thank you. i have heard that term quite alot and i now finally understand. do bsps support culling of any sort?


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jinzai
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Posted: 10th Jul 2007 09:36 Edited at: 10th Jul 2007 09:37
bsp files have two sections that are precomputed when they are compiled. The sections are referred to as the Potential Visibility Set and the Potential Hearing Set. They are actually a series of bits, one complete set for each leaf in the bsp. They are simple switches, on or off.

It may occur to you that the file can't cull for itself, there needs to be code in there to pick the PVS up, and cull from there. It appears to me that DBPro does in fact use the PVS in my bsp files. I have read that it does not, but my results tell me a different story.

The only real drawback to DBPro with respect to bsp, in my estimation is that it does not expose the entities to me, nor does it pick all of them up. info_player_start is one of the first ones, but...I see no way to tell DBPro to place my model there, as I can't find it after loading. I parse the string myself now; its not complicated, just really long, and full of alot of heirarchical stuff! It does pick up the lights out of there, and it also picks up submodels well. They show up, at least. (They don't animate, and I've no easy way to get the object numbers without resorting to finding them in a very inaccurate manner.)
Aralox
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Posted: 10th Jul 2007 09:47
hmmm.. i see.
so you prefer to use bsps?
and how does using different formats fix these problems?


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jinzai
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Posted: 10th Jul 2007 10:33 Edited at: 10th Jul 2007 10:44
Absolutely, hands down. No question. I even own 3DWS, which is incapable of using bsp in any sort of useful way at all, but is still a great mapping tool. I still use Quark for bsps, and it does a great job. Its just a major pain to use for incremental changes. I use it exploded (not in a pk3) alot, and only pk3 it up when I make a major change. The fact that it wants to be a QuakeII/III editor does not help, but...you can use it if you are willing to move tons of files around, and don't mind cobbling together the pk3.

The collision is worth the price of admission by itself. bsps do not suffer most of the limitations that other formats do, and they actually offer a lot more.

There is a lot of theoretical nonsense being bandied about with respect to bsps, but the collision is flawless in my experience. The only trouble I had was in getting the artificial gravity running properly. That is on me, not the bsp, or DBPro!

bsps are often derided because the binary space partitioning algorithm is wasteful in some cases, and there are map geometries that make this worse...but it still works, albeit at a cost. (Again, this is much less than doing all of the collision yourself!)

You will still need to do collision checking for object to object, and there is a limit of 24(?) bsp collision meshes in DBPro. That is not really a factor, however. You only need them for PCs, and some of the NPCs; they do not need to be valid for every object in the world. The PC and the camera are enough for me right now.

Most renderers use frustum culling (Which is what CashCurtisII is calling regular culling, if I am not mistaken about his post, that is...), which eliminates polys that are not in the camera's view. (By creating two parallel planes at the minimum and maximum of the camera's range.) Polys that do not fall into the camera's frustum are culled. DBPro must be doing frustum culling, it is certainly wiser not to draw the polys behind you, for example.
Aralox
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Posted: 10th Jul 2007 11:37
Thank you for the intricate explanation. I have always wondered why people say bsps are bad, for it has always been perfectly adequate for me, and saved me alot of work.
Could you give me a few steps to creating a bsp world starting from an x file? (produced by cinema 4d, so if you can help me with that too thatll be awesome)
Thank you once again


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Cash Curtis II
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Posted: 10th Jul 2007 12:00
I'm not aware of how DBP deals with BSPs. Natively (with .x or .dbo models) DBP does use use Frustum or Occlusion culling. DBP only culls separate objects that are off screen.

LiT made some frustum culling code that works with DBP - it determines which limbs are visible and hides the non-visible limbs. It doesn't matter if the limbs are visibly blocked by other limbs, if they're on the screen then they get rendered.

Occlusion culling culls the polygons if they're blocked from view by other polygons.

When I say 'regular' culling, I just mean that DBP does not draw a complete object that is not on the screen. Although only a tiny part of the model might be on screen, the entire thing will get drawn by DBP.

Like I said, I don't know how DBP handles BSPs, but I can't imagine that it's so different from other objects.


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Aralox
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Posted: 10th Jul 2007 13:10
do bsps support occlusion culling?
how intricate is the 'set bsp collision on' code in dbp?


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Olby
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Posted: 10th Jul 2007 21:07 Edited at: 10th Jul 2007 21:12
Okay I will lay down my thoughts about BSP's in DBPro if thats what you want Aralox.

When I first started game development in 1998 I used Half-Life and created mods for it. Of course I was very very friendly with Worldcraft (nowadays Vlave Hammer Editor) back then so when I started to work with DBPro I was so happy that it could load BSP's directly and work with them quite nicely.

Basically I do not work with BSP only for one reason - it is that the BSP do not act like real objects, you cant add a shader to it you cant rotate or animate manually any brush of the level. It is simply to limited for my needs. But if you want to create a quick and cheap shooter like QUAKE I then it will work.

Here are some tips from me when I worked with DBPro BSP's:

1) As you know you cannot access entities data directly but there was a plugin back on RGT forums that gave you the ability to pass the bsp filename and it will create list of available entities and they parameters. If you really need this then I can DIG my pc and find that plugin. EXTREMELY usefull if you want to make a game using BSP that is something more than a room with one light.

2) Use PAK files - very usefull your media will be safer than freely laying around.

3) Use BSP only for static level mesh. For doors create solid entities in the level editor or if you do not know how to do this then simply create a point entity of your type (you must edit this stuff in the entities.def file in Worldcraft) and then when loading this BSP into DBPro create DBPro door, window, or anything else wheres the entity was placed. Same applies for PLAYER START and DYNAMIC LIGHTS.

4) As I mentioned in previous tip you better create dbpro's dynamic lights in the same places where are BSP static lights placed - this will allow your AI's, doors, or any other stuff that was not baked into BSP to light correctly.

5) Speaking about physics. This is a bit harder. I never tried this in life but it should work like that. Export from your BSP MAP editor whole level (basically all brushes that you want to collide with in physics world) as a format that you can load somewhere else and convert it to X, DBO or lastly 3DS (never use this c*ap - loads too long and is bugged). Then create static triangle collision mesh from this file for the physics level and there you go. Your physics world is colliding with the same brushes as the BSP is working. You can create this with ODE and NEWTON easy dunno about DPHYS - never used it.

6) Finally use free tools to create your BSP's as the VALVE HAMMER EDITOR (and probably some other editor too) does not allow you to use maps created using them in a commercial project.

Finally some say that the BSP is completely useless in DBPro but they are hella wrong because it works and works as it should. Yes the collision sometimes is buggy but it not something that we couldn't deal with. And yes if BSP was created successfully and contains correct PVS data then DBPro will hide all polygons that are not visible and this includes technique you previously talked about -- the occlusion culling. BSP will give you quite a good FPS level because of the level optimizations that PVS set gives you.

And at the end I wanted to mention that if the DBPro originally was released not in 2001 but a few years earlier then the BSP would be hit back then. Nowadays Half-Life I style BSP format is simply quite outdated in graphical form than new BSP formats games are currently using (e.g. the source engine). I see that the DBPro supports multi texturing in BSP's but I never managed to create it - so I cant really say something about this feature.

If Lee would be a wise coder he would really update and allow us to load more BSP formats and create a normal BSP compiler tool not that crap that is shipping with DBPro. I know he is currently busy with FPSCX10 and that the X10 version of DBPro will not contain BSP commands anymore that is a real shame. So what we now need to do with level optimizations? Do we need to code the PVS functions manually or do you think that we do not need rendering optimization at all.

I cant understand that Lee is thinking that we would create a normal FPS shooter without portal rendering system. I was so happy when I saw portal commands in the FPSC dll but they are undocumented and quite useless with standard way FPS works (normal CSG brush style level not that segments kids stuff FPSC uses).

Long story short now I am bugging my head trying to optimize my huge DBO worlds and stuff. Without PVS this is almost impossible.

Do we really need to code everything ourself? Where is the ultimate game creation tool that will save us lots of time and low level programming? At least refresh the DBPro's BSP system.

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Flamboyant Fish
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Posted: 11th Jul 2007 02:09 Edited at: 11th Jul 2007 02:23
Quote: "If Lee would be a wise coder he would really update and allow us to load more BSP formats and create a normal BSP compiler tool not that crap that is shipping with DBPro. I know he is currently busy with FPSCX10 and that the X10 version of DBPro will not contain BSP commands anymore that is a real shame. So what we now need to do with level optimizations? Do we need to code the PVS functions manually or do you think that we do not need rendering optimization at all."


I couldn't agree more, Olby. We really need better occlusion cullling. Mabey I just suck but I've never succesfully coded PVS functionality.

Quote: "Speaking about physics. This is a bit harder. I never tried this in life but it should work like that."


Here is a youtube video with Ageia Physx working with a BSP. (This is not DBPro.)
For more BSP stuff check out the Ultimate BSP Thread.

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Aralox
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Posted: 11th Jul 2007 07:08
to olby
1)please find that plugin, i would really appreciate it!
2)can winrar do pak or pk3 files?
5)physics -gimme some links - how do i do it?

to Flamboyant Fish, i went to the youtube link, and it was so cool. can dbp do that at all? I read through and tried everything in the ultimate bsp thread, and wasted like an hour. valve hammer is horrible. I tried everything i could and nothing happened. bug after bug after bug.

I am in a game designing rut here. all my programming has to stop until i solve my problem.

all i want to do is to build something in cinema 4d and turn it into a x file (by saving 3ds and converting), then turn it into a bsp (the program that came with dbpro dosent work), importing it into dbpro and getting all collision to work.
does anyone know how to
-turn x into bsp
-get collision to work

Please, help me.


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Olby
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Posted: 11th Jul 2007 19:45
I made a perfect pipeline using Valve Hammer Editor and DBPro and everything worked fine. So that is all possible - only I cant help you right now because I did not use BSP's for like a two years or more.

Speaking about BSP entities system: Here you go (attached to the post) This is not the original ARCHIVE I downloaded I instead collected these files from my DBPro folder. There should be an example for these commands somewhere but I did not found it, but it is very easy to understand from the readme doccument.

P.S. Actually you made me think about BSP again maybe if I poke around a bit with multi texturing I might make some decent graphics.

Cheers,
Olby

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Flamboyant Fish
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Posted: 11th Jul 2007 20:06
Quote: "to Flamboyant Fish, i went to the youtube link, and it was so cool. can dbp do that at all?"


Unfortunately no. But it does illustrate what a little extra coding could do to make BSP support better with physics and collision.

Quote: "I read through and tried everything in the ultimate bsp thread, and wasted like an hour. valve hammer is horrible."


I actually don’t use valve hammer very much. GTKRadiant is much for efficient in my view.

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Manic
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Posted: 11th Jul 2007 21:25
oh just use an .x file already.

you can easily do collision either with dark Physics, Newton, Nuclear Glory collision, Sparky's collision or just with plain old DBP coding.

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Aralox
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Posted: 12th Jul 2007 05:20
i tried, manic, but sparky's dll just dosent work for me.
ive never tried dark physics or newton though...
how do i code good collison in dbp?

to f.fish - whats gtkradiant?


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Flamboyant Fish
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Posted: 12th Jul 2007 06:04
Quote: "to f.fish - whats gtkradiant?"


GtkRadiant is a map editor and BSP Compiler. You can use it to make and edit maps for various quake 3 engine games. Get it here.

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Aralox
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Posted: 12th Jul 2007 06:25
is it better than v.hammer and quark?


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Cash Curtis II
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Posted: 12th Jul 2007 06:53
Quote: "but sparky's dll just dosent work for me."

Sparky's DLL is incredibly simple to use. If that doesn't work for you then nothing will.


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Aralox
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Posted: 12th Jul 2007 06:57
Quote: "Sparky's DLL is incredibly simple to use. If that doesn't work for you then nothing will."


darn.


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MadrMan
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Posted: 12th Jul 2007 11:51
GtkRadiant is amazing
used it for several years now and loving it.. Never tried it for dbpro. didn't think it would work. used it for call of duty and wolfenstein..
Manic
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Posted: 12th Jul 2007 20:11
aralox: I think sparky's plugin is one of those plugins that you have to have the memblock dll loaded into your app for it to work.

put this at the bottom of your code and see if it works;



if not, look here;

http://forum.thegamecreators.com/?m=forum_view&t=10315&b=6

I'm using Newton with .x files for my game (although its not worth posting about yet) and it's working great.

Manic

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Aralox
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Posted: 13th Jul 2007 02:30
to manic - nah the thing is even the example files didnt work for me

to madrman - really? i might get it then as soon as i finish with my entry to the tgc comp.
btw: do you play enemy territory?


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Manic
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Posted: 13th Jul 2007 15:35
did you have all the relevant dlls in the right places?

the NDB.dll in your user plugins directory and the newton.dll in your game's directory.

You need to copy the dll into the directories of the examples for it to work, they're not already there to cut down the download size.

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Aralox
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Posted: 14th Jul 2007 03:21
where can i get those dlls?


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Manic
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Posted: 14th Jul 2007 14:32
they come in the newton package.

http://walaber.com/ndb/NDB_v132.rar

are you saying you never added in the dlls?

read the readme ffs

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Aralox
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Posted: 15th Jul 2007 06:58
im gonna try em now, thanks manic


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Aralox
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Posted: 15th Jul 2007 08:17
as i expected, it didnt work for me
"could not find NDB.dll"

i tried installing it from their website, but i dont think it was for dbp

anyone can help me?


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jinzai
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Posted: 15th Jul 2007 08:54
I looked at that link, and you are correct, those are not coded for use with DBPro. DBPro requires the use of a set of strings to determine function prototypes. It has its own proprietary method of dynamic linking.

The links provided were for Sparky's dll, and the version of Newton used by DBPro users is different. Here are the links I get when I search for Sparky's and Newton:

http://forum.thegamecreators.com/?m=forum_view&t=89539&b=1

http://forum.thegamecreators.com/?m=forum_view&t=86923&b=1

The second one bears examination as the Newton DLL appears to be sent with some chicanery. (i.e. voodoo)
Manic
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Posted: 15th Jul 2007 20:14
ok, look make sure you have downloaded the .rar file I linked to before, that contains the relevant dll.

if you then look at the README.txt in the rar file you'll see it says something like;

Quote: "look in the "wrapper" directory...

1) copy "NDB.dll" into your DarkBasicPro "compiler\plugins-user" directory.

2) copy the "keywords_ndb.ini" into your DarkBasicPro "Editor\Keywords" directory.

3) Copy the latest newton.dll from the Newton SDK into the same directory as your DBPro Application"


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Aralox
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Posted: 16th Jul 2007 08:36
I did exactly like it said. when it didnt work, i tried copying the newton.dll into like all of the dbpro files, didnt work. tried copying the nbd.dll to the plugins folder as well as the user one.
dosent wrk


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Location: Completely off my face...
Posted: 16th Jul 2007 10:35
stick to just having the NDB.dll in the plugins-user folder. I tried to copy it around once to see if i could get the debugger to work again (Newton effectively kills it), but it just made things worse (!).

If it still doesn't work... I dunno... it's fubar.

I don't have a sig, live with it.
Cash Curtis II
19
Years of Service
User Offline
Joined: 8th Apr 2005
Location: Corpus Christi Texas
Posted: 16th Jul 2007 11:07
There are two DLLs, NDB.dll is the plugin and Newton.dll has to go in the same folder as the .dbpro file. There's not much to it than that.


Come see the WIP!
Aralox
17
Years of Service
User Offline
Joined: 16th Jan 2007
Location: Melbourne
Posted: 17th Jul 2007 09:44
yeah i know.
dosent work i guess.
hey i tried loading a different bsp i downloaded (quake) into the fps tutorial that comes with dbp, and it just turned out all black.
i loaded the pk3 and the bsp.


Lessen The List! (see the forum on my site)
Roborb = [00------------] - first models

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