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DarkBASIC Professional Discussion / What would you like to see in DBPro?

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Bighead
21
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Joined: 1st Sep 2002
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Posted: 1st Dec 2002 10:06
Well, couldn't make them work ...[img][/img]

I also notice that, by default, the Write to Registry command inputs the data to the "HKEY_CURRENT_USER" folder (same with Get Registry); it'd be great if one could select other "main" folders like "HKEY_LOCAL_MACHINE".
Viktor
21
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Joined: 7th Oct 2002
Location: Austria
Posted: 1st Dec 2002 16:01
I want a SWAP command, and how about the normalization of Math because now division has priority over multiplication? (If it is not a bug. Example that is now well known: 16*2/4 is 0 in Patch 2 and 3 but should be 8 like in Patch 1) That will be purely luxus then

PC: AMD 1200/512 Mb SDR/GF2MX Dual Display/Win2000, 19" Monitor
ZX: Spectrum 128+ Customized version.
Current Project: BMP2SCR Pro (with LDIR)
Andy Igoe
21
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 1st Dec 2002 20:40
A quality manual in the Amos Pro style.

Multiple texture support for matrixes.

Wider support of the existing 3d model formats. Ever loaded a .3ds file which is multi-textured, texture stretched over multiple-limbs and object animated?

Pneumatic of Xev@EQ
God made the world in 7 days, but we're still waiting for the patch.
haggisman
21
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 1st Dec 2002 22:24
Wider support of the existing 3d model formats. Ever loaded a .3ds file which is multi-textured, texture stretched over multiple-limbs and object animated?

Thats why we are getting the DBO format, and the new 3d pipeline.

Specs:- 1GHZ athlon, Radeon8500, 192mb ram, winxp
NTekk
21
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Joined: 26th Aug 2002
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Posted: 1st Dec 2002 23:25
1. fix bugs
2. better Doc.s
3. Alpha blending for sprites and objects
4. better BSP and collision
5. The new pipeline and DBO
6. The Nodetree commands as advertised on the box
rapscaLLion
21
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Joined: 29th Aug 2002
Location: Canada
Posted: 2nd Dec 2002 00:45
you know... I feel like this post is being totally ignored by the DB team...

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
MushroomHead
21
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 2nd Dec 2002 12:13
> Viktor says :-
>
> Please do not mess DB Pro with Object Orientated support, > because the result will not be Dark Basic, but something > that only 2-3 user will buy/downgrade.

I am a bit worried about these OOP requests ... they can possibly degrade performance. Some may argue that you don't have to use it if you don't want to but implementiong OOP may involve re-writing the current code again to fit OOP methods/properties.

- Rav.
Ratty Rat
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Posted: 3rd Dec 2002 12:17
I`m a bit late getting in here, so I hope this gets through....

I would really like some native commands to handle object manipulation down to the vertex level. I know its possible by using memblocks but this feels a bit 'clunky' and it would be nice if there were commands that would allow us, for instance, to write our own object editor.

Incidentally has anyone any example code for playing with the new mesh format? The old DB1 examples are expecting a DX7 object (I think) and do not work.
Ratty Rat
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Posted: 3rd Dec 2002 12:22
I would really like to see some native commands to manipulate objects/meshes down to the vertex level. I know its possible using memblocks but this feels a bit 'clunky'.

Ideally I would like it to be possible to write our own object creation/editing programs.

Whilst on this point, does anyone have and DBPro code for manipulating vertexes etc in memblocks? the old DB1 examples do not work, probably because they expect the DX7 objects.
TheCyborg
21
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Joined: 6th Oct 2002
Location: Denmark
Posted: 3rd Dec 2002 12:38
What about HTTP/HTML commands, so it would be possible to make an internet browser.

Some message box commands. (Yes, No and Cancel questions)

Beat detection like in Winamp AVS. (for music tools)

Printer support.

TheCyborg Development.
http://TheCyborg.Amok.dk
The Ultimate Source To DarkBASIC Programming.
Anicus
21
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Joined: 4th Oct 2002
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Posted: 3rd Dec 2002 16:42
Can compile all code in DB V1.13..

Duron 850 MHz, 384Mb,Gforce2Mx400 64Mb
heartbone
21
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Joined: 9th Nov 2002
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Posted: 3rd Dec 2002 18:12
A port to LINUX so I don't have to pay Bill for anymore of his crapola.
Viktor
21
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Joined: 7th Oct 2002
Location: Austria
Posted: 4th Dec 2002 01:20
Sure heardbone... Linux has a excellent DirectX 8.1, and will get even a better DirectX 9.0... :lol:

PC: AMD 1200/512 Mb SDR/GF2MX Dual Display/Win2000, 19" Monitor
ZX: Spectrum 128+ Customized version.
Current Project: BMP2SCR Pro (with LDIR)
jasuk70
21
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Joined: 3rd Dec 2002
Location: Hemel Hempstead
Posted: 4th Dec 2002 01:59
I've just ordered DBPro and am currently waiting for it to arrive (So I'me approaching as a beginner). Some of the things I'd like to see out of the previous lists are the "Option Explicit" option, the ability to create windows. Can't comment on a lot else till i've been able to play with it for a while.
heartbone
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Posted: 4th Dec 2002 02:24
Victor,
the Linux version would be based on OPEN GL or the like.

It would not have to have all of the graphical bells & whistles. The functional level of DB1 would be sufficient.

But we both know that DB is a Windows exclusive product.
More so every day which is too bad. So my wish will not happen.

BTW I too have a 1200 MHz AMD w 521 MB of ram but only a 15" monitor.
mimesis
21
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Joined: 26th Aug 2002
Location: Norway
Posted: 4th Dec 2002 06:22
I would like

1. FULL HL BSP SUPPORT (atleast!!!)
Those BSP COLIISION HIT() set of commands has to get
start working now. I already have started considering
other products because of this lack of collision
dection. Sorry but AUTO alone wont do it i'm afraid.
How can I write some decent AI if I cant 'feel' the
surroundings? no brain no game!

2. MDL MODELS MUST WORK. (with bone based animation)
Another feature I didn't get when I bought DBP.
X meshanimated objects are ok, but to cpu expensive
when animated.The filesize get too big when u make a
character object with lot of animation sequences in it.
Take a look a an typical HL/CS MDL model. It's < 1MB
with textures and a hundred animation sequences. The
Bone based animation allows the HL angine to tweak the
model further in real time with semplicity controlling
the appropriate bone. There are exelent 3Dauthoring
alternatives to DBP now were this features works
perfectly, and for good reason! this is the least u can
exept from programs like this. And no it's not Blitz.


Try loading up 24 copy's of Myco model that comes with the cd (I say 24 because thats the ridicolous limit they've put on bsp collision index) .It takes alot of time and the
fps crawls when u animate them. While MDL models are small faster and godlooking.

3. **Wish** A flag for the IDE to make the background
transparent (doesen't have to be semi) for a windowed
DBP app. For makin some slick skinned apps ,if u know
what I mean.

4.CLONE OBJECT FOR ALL OBJECTS(!)
Necrym
21
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Joined: 4th Sep 2002
Location: Australia
Posted: 4th Dec 2002 09:39
Hey! It would really be nice if some feed back came from the DB team (either good or bad) to the many ideas and options talked about in this forum - after all you started it It would at least make everyone feel part of somthing in the evolution of DBP and give us an insight to your thoughts as well. Because it seems like there isnt much interest in the community at the moment.

Watch the bouncing cursor - now in 3d
Ratty Rat
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Joined: 24th Sep 2002
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Posted: 5th Dec 2002 12:10
I would really like to see some commands that allow objects to be manipulated down to the vertex level. I know its possible using memblocks but native commands would be so much less 'clunky'.

It would be nice, for instance, if commands existed to allow us to write our own object creator/editor.

Incidentally does anyone have any code that decodes the new mesh format? The DB1 source examples do not work with the DBPro objects (the difference between DX7 and DX8 I suppose).
Ratty Rat
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Posted: 5th Dec 2002 12:13
Sorry for repeating myself, for some reason the 'next 25' button kept returning me to the first 25, so I could not find my posts!
Jeffro
21
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Joined: 2nd Dec 2002
Location: London, mostly....
Posted: 6th Dec 2002 14:09
Speaking as a noob, I would like to see better documentation (more examples, for example!)

It would also be nice if it wasn't neccesary to have the CD in the drive all the time. I cart around a laptop and I get concerned that I am going to lose or damage the CD.

Chenak
21
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Joined: 13th Sep 2002
Location: United Kingdom
Posted: 7th Dec 2002 02:57
The ability to move bones to deform meshes in animated objects! This is needed to make smoother animation and for example can be used to make a model run and shoot at the same time.

cheers

Once you start down the Dark Path, forever will it dominate your destiny...
solo
21
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Joined: 27th Aug 2002
Location: Israel
Posted: 7th Dec 2002 13:04
1. i would like to have a PDF version of the help manual.
2. i miss very important functions from the classic basic:
POKE,PEEK. These two, could be used to communicate with memory that is been controlled in an outer program.
3. don't flame me :
full support of pointers(including functions pointers) and variants. I know that DB supposed to be the most easy/fast language for learning, but DB PRO, on the other hand, should be a language for beginners and PRO!
Let the PROs express themselves...
4. DBP is a compiler. well, the next level is a pre-compiler...
5. I think that multiplaying/derver-client support, should refer also to DATABASES(at least the connection part) -
for games that the server-side use a DATABASE.

solo

MrTAToad
21
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 7th Dec 2002 13:19
Solo - my web site can help with PEEK and POKE.

Good news everybody! I really am THAT good...
Steverino
21
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Joined: 27th Aug 2002
Location: United States
Posted: 7th Dec 2002 15:42
Better manual and html documentation. Each command should have its own short demo program designed to illustrate that command only. Besides being clearer, this would guarantee that the command at least works in isolation. (You could start with Set Cartoon Shading On...)

A program that shows how to use one command is useful, a program that demonstrates 100 commands is not.

Surrealist writing toy -- http://www.iconpoet.com
Programmer for Christ
21
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Joined: 15th Nov 2002
Location: United States
Posted: 8th Dec 2002 04:55
Dark Basic is great!!
I can finally program some games to help me study in college!!

Some improvements I would like to see
0. More apreciation in the forums for the bug improvements so far
- I would think that as a group of mostly newbies and amateurs (and some who know what they are doing)we might understand what it is like to try to make buggy programs work

1. Menu and GUI support:
- Drop-down menus
- Check Boxes
- Radio Buttons
- Text boxes
- A File Finder (like windows uses)
- etc...

2. A way to pass arrays into functions
- When I have a function that declares arrays it would be nice if I could pass those arrays into another function within that first function.
This would make it much better to make functions that are easier to implement.

3. I would like to see OOP in a programming language as easy and fast to use as DB. If there were a way to integrate it (for optional use) it would be great, but this is probably far beyond DB right now.

4. Oh, btw I would like a program that can read my mind and program my programs for me.. j/k
- Let's remember, programmers, DB is a programming language not a specialized tool.

Your life is important,
Others care about you,
Especially the one who made you.
waffle
21
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Joined: 9th Sep 2002
Location: Western USA
Posted: 9th Dec 2002 17:36
save bitmap ?
SFSW
21
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Joined: 9th Oct 2002
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Posted: 10th Dec 2002 02:12
Just some 2-cents from an old DB user. It sounds like some of you are artists wanting to be programmers. You'd like to do the design/art/model work while DB does the coding work for you. Perhaps an updated version of The 3D Game Maker is what you should be asking for. It's important that the coding element and flexibility of DBPro be preserved. Let's be concerned with fixing what doesn't work before we ask for anything else. A solid foundation of working game programming commands should be the priority. It's the only way any commercial style game development could be done with the language. Maximize the compatibility/stability, maximize the market (for both DBS and it's customer's creations).

SoulMan
21
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Joined: 22nd Nov 2002
Location: In a house somewhere on the planet earth
Posted: 10th Dec 2002 07:11
Dude, Rick started this thread. The only thing you should be worried about is yourself and what you are doing.
Plus, DBS has heard of the problems and they are working on it.
SoulMan

I am my own and own my am I
waffle
21
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Joined: 9th Sep 2002
Location: Western USA
Posted: 10th Dec 2002 17:55
save bitmap/image
save object

these can already be done as memblocks,
but we need better exporting to a "consistant"
format such as .X or .BMP or .OBJ

example of a good use....
See the Tank demo (DBV1)
After the tank is modified, it could have been saved
to prevent the need for modifications later.

See Iced demo (DBV1)
Goblins are animated, shots taken and placed into a bitmap
array and the resultant bitmap is saved. Usefull for making an animated 2D sprite from a 3D Model. How do you do that now in DBPro? Try and view the memblock bitmap with PaintBrush ......
tmtm
21
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Joined: 9th Sep 2002
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Posted: 12th Dec 2002 10:16
Vinculate movement in all velocity for railroad simulation for example -Different curve angle in different velocity with a big precision -

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