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DLL Talk / New Public DLL to be created

Author
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Happy Bunny
14
Years of Service
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Joined: 7th Jan 2010
Location: UK
Posted: 11th Jan 2010 18:49
I am thinking of creating a new DLL to assist the DBPro community.

I would like to hear of suggestions as to what would most be required.

If you have some code that you use reqularly and would like for it to be a DBPRO command instead, then please let me know.

What features do you feel are missing that could be added to the command set?

Do you have some code that you would like optimised and placed into the DBPRO command set?

I intend to create a DLL that is available to all the DBPRO community.

Turning Possibilities into Realities
Master Man Of Justice
16
Years of Service
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Joined: 13th Feb 2008
Location: Between Insanity and Intelligence
Posted: 13th Jan 2010 20:48
how about a command called

create_ammunition (Amount,Speed,Rate,Longevity)

Ammount: how many bullets i.e. clips
Speed: how fast it travels
Rate : how many can be fired per minute
Longevity : how long before it starts to drop

Melancholic
14
Years of Service
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Joined: 26th Nov 2009
Location:
Posted: 14th Jan 2010 19:23
How about not just creating DLL's but packaging some ones aswell. There is loads of great DLL's scattered through this forum it would be helpfull if there was a sort of pack like the ultimate shader pack, but for DLL's.

If you really wanted to create something usefull i dont think there is any method for antialaising in DBPro. Some new file formats that could be loaded would be extreamly usefull aswell.
OldPMan
TGC Store Seller
15
Years of Service
User Offline
Joined: 10th Aug 2008
Location:
Posted: 11th Mar 2010 00:50 Edited at: 11th Mar 2010 00:51
How about to increase the accuracy of calculations for DOUBLE FLOAT NUMBERS.
(1111111111.11*2.0=2222222222.22)and not 2222222222
I think that many people help.
thanks.

.....already beside..... for all
Cagedrei
15
Years of Service
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Joined: 18th Mar 2009
Location:
Posted: 15th Mar 2010 23:58
I don't know if it is possible to do this in a .dll, but DBP currently cannot apply shaders properly to a figure which uses graduated skeletal weights (as opposed to a weight of 1.0 for each limb). Such a figure ends up with one merged limb which includes all of the weighted mesh elements. The DBP shader commands apply to limbs, and since there is only one limb in this case, multiple shaders cannot be applied.

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