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mr_d
DBPro Tool Maker
10
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Posted: 21st Feb 2017 18:30
Just wanted to tag in to this thread for updates and to give my thanks to Rudolpho for the work he's putting into DBPro 9Ex.
Rudolpho
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Posted: 26th Feb 2017 22:24
Green Gandalf wrote: "On the Advanced Terrain Memory Failure error message, I think you get that error in DBPU77RC7 when the heightmap is missing. Could that be a clue to the source of your error? For example, an incorrect file name or something?"

It's possible if it attempts to do some managed texture stuff that I have missed to cover in my wrappers. I think WickedX was kind enough to provide the source for the Advanced Terrain plugin somewhere around here so hopefully it should be relatively easy to find out if I just get the time to sit down and have a look. Then again I thought that changing the display mode without recreating the device would also be easy until I sat down to do just that the other day - lots of cross references and dependencies between the various dll's making up the core DBPro engine to sort out there (for anyone interested it is more or less functional by now, it just doesn't properly swap between fullscreen exclusive and windowed mode yet, so I'll hold up on posting a new version until I've sorted that out).

Green Gandalf wrote: "It's really encouraging to see you working on this. "

mr_d wrote: "Just wanted to tag in to this thread for updates and to give my thanks to Rudolpho for the work he's putting into DBPro 9Ex. "

Thanks

Green Gandalf wrote: "I appreciate what you say about DBPro really needing a rewrite, however, I'll dig out my old top ten most annoying bugs and see how annoying they are before bothering you with them."

I'm looking forward to it! Enjoy your trip

CumQuaT
AGK Master
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Posted: 8th Mar 2017 14:30 Edited at: 8th Mar 2017 15:10
Hi Rudolpho! Apparently my shader code causes this error:



The message is actually cut off... Do you know what it says and what I need to do to get my shaders working?

Also, my BlitzTerrain generation is now causing this error:



Any light you might be able to shed on that one would be greatly appreciated, also!

Other than that, I'm loving this. My compiles used to take around 17 minutes. Now they're under 90 seconds!
I work full-time making games in AGK2 and DBpro. Living the dream!
Rudolpho
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Posted: 12th Mar 2017 16:15
CumQuaT wrote: "The message is actually cut off... Do you know what it says and what I need to do to get my shaders working?"

Shader model 1 is no longer supported by the HLSL compiler used by DBPro9Ex.
Odds are the solution is as simple as opening your _modified.fx file and change the technique declaration from ps_1_x to ps_2_0 and everything should work. If it does not you'll get further shader error messages describing what else will have to be changed when trying to run your program after making said changes to the effect file.

CumQuaT wrote: "Also, my BlitzTerrain generation is now causing this error:
"

That happens because BlitzTerrain attempts to create 3D meshes directly using DirectX rather than going through DBPro. As such it assumes to run on D3D9.0c and basically supplies some parameters to a function that are no longer valid in D3D9Ex. This is the same problem as was being had with images earlier ("cannot lock pixel data" etc.) and has been solved by manually patching the offending DX functions to emulate the desired behaviour in the latest v1.0.0.8 release (see my next post below). Thanks for pointing this ou as well as your e-mail correspondencet; it helped to pinpoint that particular issue which it is quite possible would cause incompatibilities with other as-of-yet undiscovered third party plugins as well

CumQuaT wrote: "Other than that, I'm loving this. My compiles used to take around 17 minutes. Now they're under 90 seconds!"

Wow, that is quite the upgrade indeed! Great to hear
Rudolpho
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Posted: 12th Mar 2017 16:16 Edited at: 12th Mar 2017 16:17
Version 1.0.0.8 is now available.
Click here to download it.


This version fixes compatibility issues with third party plugins that create meshes or load/create/update textures directly through DirectX, such as BlitzTerrain and AdvancedTerrain, allows changing the display mode at runtime without having to reload media and fixes a couple of bugs present in the previous version.

The display mode can now be changed at runtime without the need to reload any media using the new CHANGE DISPLAY MODE command. SET DISPLAY MODE will continue to work as before (ie. purging all VRAM data) for backwards compatibility with projects depending on this behaviour. Take note that you can also tab in and out of fullscreen exclusive mode without any issues.
Fixed compatibility with plugins that create meshes directly through DirectX such as BlitzTerrain.
Extended texture management emulation to also include the various D3DX utility functions, which means plugins using these (such as AdvancedTerrain) will no longer fail with DBPro9Ex.
Fixed a bug where pixel data would not be properly read back from a locked image in certain situations.
Fixed a memory leak in DBProSetupDebug.dll.


As always, thanks for the feedback guys
CumQuaT
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Posted: 13th Mar 2017 01:07 Edited at: 13th Mar 2017 01:08
I work full-time making games in AGK2 and DBpro. Living the dream!
Kuper
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Playing: Planescape:Torment
Posted: 13th Mar 2017 16:33 Edited at: 13th Mar 2017 16:33
8 updates in row? Kidding?
A year ago I thought that DBPro is dead for sure.
You bring new breath of life to our community.
Thanks!
Chris Tate
DBPro Master
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Posted: 16th Mar 2017 12:41
Gratz. Keep up the good work; this will soon require a new forum section to help raise awareness and attract support.

I still have not implemented this into my project, at least not yet; but am looking forward to doing it.
Bored of the Rings
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Posted: 17th Mar 2017 09:12
amazing updates/fixes so far, thanks Rudolpho
Professional Programmer, languages: SAS, C++, SQL, PL-SQL, DBPro, Purebasic, JavaScript, others
Rudolpho
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Posted: 18th Mar 2017 09:21 Edited at: 18th Mar 2017 09:24
Thanks guys and lol CumQuaT

Kuper wrote: "8 updates in row? Kidding?"

Well, it's been nearly 6 months since the first release and it's mostly just bugfix updates but thanks

Chris Tate wrote: "this will soon require a new forum section to help raise awareness and attract support."

I suppose it might raise awareness but considering how diluted the DB-parts of these forums have become lately it might just as well have the opposite effect with people not finding it in the first place. I'm not sure, would be quite the honour though

Chris Tate wrote: "I still have not implemented this into my project, at least not yet; but am looking forward to doing it."

I can understand that given its scope haha. On the other hand I'm sure you would uncover tonnes of new bugs if you did, so I'm looking forward to hearing of the results of such an undertaking too


Edit: Well look at that, thanks for the Valued Member badge, whomever nominated me for that!
Chris Ritchie
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Posted: 20th Mar 2017 01:09
Just chiming in to say thanks for all your hard work on this Rudolpho, its great to see DB getting updated, I hope to be using it for many years to come.

Lead programmer ULIDIA
Action_Saxon
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Posted: 5th Apr 2017 11:57
Hi Rudolpho, this looks absolutely superb! Thanks for your efforts with this

I've managed to compile my project with this and I've noticed that IanM's function pointers no longer seem to work (Matrix1Util_20) - as soon as you use 'GET PTR TO FUNCTION' it just hangs - (to be fair he did say it probably wouldn't survive a compiler change) - but they do seem to be quite well used (Diggsey's TopGui relies on them https://forum.thegamecreators.com/thread/186847), and I think some of the LUA script plugins (I'm guessing there might be others too?) along with usage in people's own projects. Not sure if anything can be done, but it seemed worth mentioning.

+ Code Snippet

Rudolpho
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Posted: 6th Apr 2017 21:40
Thanks guys.

Action_Saxon wrote: "I've noticed that IanM's function pointers no longer seem to work (Matrix1Util_20)"

I was not aware of this, thanks for reporting it.
It's hard to say whether this can be made to work as I don't know how Ian retrieves those pointers.
DBPro uses runtime linking of user functions from a table kept in the executable so odds are he's looking that one up. If this is done via a static offset it most certainly will not work with anything but a very particular executable base that has since changed with the newer compiler versions. It might be possible to either patch the dll in question to refer to the current memory location of the function table instead (the table structure itself should be the same so should work) or to provide a new set of functions for retrieving function pointers.

Unfortunately my computer broke down about two weeks ago and I'm still waiting for spare parts to be in stock so I'm unable to look into this further at the moment, but again, thanks for reporting it and for your appreciation
Kuper
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Playing: Planescape:Torment
Posted: 9th Apr 2017 00:19
Only today I've notice that DBPro's cammand block "animation" doesn't work at all
I wrote time ago that DarkVideo plugin do not work but decided that it is not crucial problem because DBPro
has its own functions for that.Now I get that they don't work too.
Please guys check maybe it is only my problem?
Example project are here:
Dark Basic Professional\Projects\3DVideo
Dark Basic Professional\Help\examples\animation
PS
Also have question: How do you think is the best way to make animated textures like TV screen? For me sequence of .dds textures and separate 3d sound is only solution
Rudolpho
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Posted: 11th Apr 2017 22:38
The built-in "animation" (movie) functions of DBPro haven't worked in the official upgrades for ages. I believe this is due to them originally using some Microsoft library that has since been deprecated and removed, so I don't think that's anything I'm going to try to make work. If I did it would probably rather be as a new plugin on its own, or as part of my DX11 engine.
That said, DarkVideo should hopefully work now as of the latter updates I believe. Have you given it another try lately?
Kuper
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Playing: Planescape:Torment
Posted: 11th Apr 2017 23:50
@Rudolpho
animation commands and also DarkVideo works fine with last official update 7.6
Video files which I find in example folders use Cinepak and WMV1 codecs which was part of Windows XP ( or maybe even 98)
Kuper
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Posted: 14th Apr 2017 02:06
@Rudolpho
Also You can check this curious link(from FPSC thread) : http://www.ntcore.com/4gb_patch.php
Mage
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Posted: 15th Apr 2017 05:48
Too bad about the animation commands.

Where can I get Dark Video?
James H
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Posted: 15th Apr 2017 13:18
@Mage
I haven't tried it that I recall(I have paid for version from TGC) but you could try THIS (look for DarkVideo tab)
Rudolpho
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Posted: 1st May 2017 22:34
Kuper wrote: "animation commands and also DarkVideo works fine with last official update 7.6"

Really hm, I was quite certain those were deprecated at best.
I'll have to look into it when I'm able I guess.

About that link, it shouldn't be hard to make the compiler able to flip that setting. That said, it's possible there are various custom checks that will not consider unsigned addresses valid still in both the DBPro core libraries and third party dll's. Odds are there won't be many, if any, such checks though so it's definitely worth adding in.
Unfortunately my computer is still out of comission so I don't have access to build any updates or even (easily at least) check the code at the moment but I will give this a look when able; thanks for the suggestion
CumQuaT
AGK Master
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Posted: 2nd May 2017 01:30
Jeez, still waiting on parts, Rudolpho? I feel for you. I can't imagine having my PC out of commission that long!
I work full-time making games in AGK2 and DBpro. Living the dream!
Kuper
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Playing: Planescape:Torment
Posted: 17th May 2017 02:39 Edited at: 17th May 2017 03:23
Get new FPS bug ( Ive get it on my laptop , so maybe there is no problem on main PC )
Simple code:

set display mode 1920,1080,32,0
sync on
sync rate 0
do
text 100,100,str$(screen fps())+" "+str$(statistic(1))
fastsync
loop

With nothing I get about 90fps (!)
Now add new command : CHANGE DISPLAY MODE 1920,1080,32,1
like this:
set display mode 1920,1080,32,0
CHANGE DISPLAY MODE 1920,1080,32,1
So now we have about 260 fps! Not bad - but we have just clear loop and no media loaded. Weird endeed!
After this funny pastime I check standart example which called "PlasmaDemo"
Here I get 200 fps and 530fps when add CHANGE DISPLAY MODE command
Can't explain how clear loop produce less FPS when demo with media.

PS.
Also there is option on laptop which allow you to run programs with built-in CPU video card ( I have intel 4600) or
with GPU ( nvidia for example ). So funny thing is that in some DBPro demos I get more FPS with my integrated in CPU graphics processor
Anyway FPS with DProEx v8 is unexplainable lower then with DBPro v7.6 even with no media and clear loop.
Rudolpho
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Posted: 19th May 2017 19:01
Kuper wrote: "Also there is option on laptop which allow you to run programs with built-in CPU video card ( I have intel 4600) or
with GPU ( nvidia for example ). So funny thing is that in some DBPro demos I get more FPS with my integrated in CPU graphics processor
Anyway FPS with DProEx v8 is unexplainable lower then with DBPro v7.6 even with no media and clear loop."

Are you running on the dedicated graphics card when this is happening? Also what card is that? It seems very odd if the integrated one would outperform your dedicated chip.

As for 9Ex being slower than 7.6 when not drawing anything this is not impossible as there have been various additions and changes made to the 9Ex version. You really should compare how they are running when actually drawing something though, a clear screen doesn't tell you that much. For example I can run a simple fullscreen clear-sync loop at ~10 000FPS with 9Ex while it only goes to ~5800 with my DX11 engine. The DX11 engine can still outperform 9Ex quite significantly when it comes to drawing lots of meshes per render pass.

Kind of off-topic but still, this made me notice that I'm apparently getting a lower frame rate in full-screen exclusive mode both with 9Ex and Ziggurat with my new graphics card, which certainly doesn't make much sense


CumQuaT wrote: "Jeez, still waiting on parts, Rudolpho? I feel for you. I can't imagine having my PC out of commission that long!"

Indeed, well I finally got it now but it was a ridiculous wait; I certainly would've settled on a different brand had I known it was going to be like this
Kuper
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Playing: Planescape:Torment
Posted: 19th May 2017 20:57
@Rudolpho
If I use 'CHANGE DISPLAY MODE" command things looks more natural - integrated intel 4600 card produce much lower fps then
nvidia 960m ( 250 vs 500 approximately) this numbers are similar to DBPro v7.6



CumQuaT
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Posted: 21st May 2017 03:35 Edited at: 21st May 2017 03:39
Hey Rudolpho. I've just noticed that if I switch in or out of windowed mode mid-game using SET WINDOW ON and SET WINDOW OFF, the visuals start flickering like crazy. Is this something you can replicate on your end?

Of course, if you don't have a working PC to test this on then that question may be moot
I work full-time making games in AGK2 and DBpro. Living the dream!
TiberiusHoorn
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Posted: 24th May 2017 20:36
Hi Guys,

I hope I am not asking a question that has been previously asked but |I am interested to know whether the Matrix1Utils will work under the new version of DarkBasic. I have tried to no avail so maybe someone has some tips. I am especially interested in the FILE and STRING additions?

Thanks,
Nick
Bored of the Rings
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Posted: 28th May 2017 15:25
Yes it works fine with matrix utils,
Professional Programmer, languages: SAS, C++, SQL, PL-SQL, DBPro, Purebasic, JavaScript, others
Rudolpho
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Posted: 28th May 2017 20:05
CumQuaT wrote: "I've just noticed that if I switch in or out of windowed mode mid-game using SET WINDOW ON and SET WINDOW OFF, the visuals start flickering like crazy. Is this something you can replicate on your end?"

I haven't managed to replicate it, however I've found that SET WINDOW OFF apparently attempts to change the display mode for me (something I don't think it's supposed to do; if I recall correctly that command should just switch to windowed fullscreen mode at the current resolution?). So that should probably be looked into.
If you artificially limit your frame rate so that you can discern the individual frames, is it exactly every other or third frame that is correct with the others showing the backdrop colour (or possibly black)?

@TiberiusHoorn: As Bored of the Rings said, it "should" work with M1U. There may be certain functions that don't work though; if you find any such please let me know
CumQuaT
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Posted: 29th May 2017 05:02
Quote: "is it exactly every other or third frame that is correct with the others showing the backdrop colour (or possibly black)?"


Every third by the looks of things!
I work full-time making games in AGK2 and DBpro. Living the dream!
TiberiusHoorn
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Posted: 29th May 2017 13:37
Thanks for confirming that Matrix1util works with DBP 9ex. I must be doing something wrong then but have no idea what it could be. I extracted the files into plugin-users as suggested on the website but still no joy. Is there anyone who would mind spending a few minutes to help out? Are the utilities supposed to show up under TOOLS/PLUGINS as nothing is there so I am guessing I need to link something.
TiberiusHoorn
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Posted: 29th May 2017 20:54
Thanks for confirming that Matrix1util works with DBP 9ex. I must be doing something wrong then but have no idea what it could be. I extracted the files into plugin-users as suggested on the website but still no joy. Is there anyone who would mind spending a few minutes to help out? Are the utilities supposed to show up under TOOLS/PLUGINS as nothing is there so I am guessing I need to link something.
Barry Pythagoras
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Posted: 29th May 2017 22:47 Edited at: 29th May 2017 22:48
I have been reading through this thread from the beginning for about an hour, and I am really getting back into DB Pro again now after taking a rest. I just wanted to cover some posts at the beginning of the thread.

Do you Need Direct X 9c on Windows 10?

No I am using a bog standard Windows 10 without adding any Direct X files to it, and DB Pro is working OK. I haven't upgraded to 9ex yet.
Barry Pythagoras
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Posted: 30th May 2017 06:44 Edited at: 30th May 2017 06:46
updated to 9EX everything is working fine. Windows 10 no added direct X files.
Rudolpho
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Posted: 30th May 2017 22:52
CumQuaT wrote: "Every third by the looks of things!"

Sounds like it might be resetting the swapchain to use triple buffering without making everything aware of this then. I'll try to investigate it further when I'm able.

TiberiusHoorn wrote: "Are the utilities supposed to show up under TOOLS/PLUGINS"

That will only display a select few official plugins, to which the Matrix1 Utilities set does not belong, so no they will not show up there.
All you have to do with them is indeed to drop them in yout DBPro\Compiler\plugins-user folder.

TiberiudHoorn wrote: "I must be doing something wrong then but have no idea what it could be."

What issues (error messages, crashes at what point, etc.) are you encountering?
Could you provide a short code snippet that doesn't work for you and outline how it behaves?

@Barry Pythagoras: thanks for trying it out
Indeed, DirectX 9Ex should be available on any PC that has both DirectX 9.0c and DX10 or later installed I believe. Windows 10 has this right off the bat, as do Windows 8 / 8.1 I believe. You may have to install it manually for Windows 7 and earlier; also it is not available for Windows XP or earlier at all.
Green Gandalf
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Posted: 1st Jun 2017 17:04
I've just taken the plunge with a new desktop PC and decided to cheat by simply copying the whole of my DBPro folder from my laptop onto it. Everything worked fine first time (after using one or two of the options in the Synergy Tools menu - e.g. the ones telling the editor where to find the compiler). I expected all sorts of messy hassle reinstalling DBPro or DX9c etc - but no such issues at all . Very pleased indeed! It's using your DX9Ex version.

The only failures were when I tried to change the display mode in some of the Dark Lights demos ("Failed to update pixel data" or something). But that was probably down to me not checking the rest of the code for consequential necessary changes.

So all in all this is very encouraging.
TiberiusHoorn
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Posted: 1st Jun 2017 19:20
"What issues (error messages, crashes at what point, etc.) are you encountering?
Could you provide a short code snippet that doesn't work for you and outline how it behaves?"

Hi Rudolfo,

Thanks for your answer. I have enclosed a screenshot to assist in replying to your queries. I hope this helps.
TiberiusHoorn
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Posted: 1st Jun 2017 22:05
"What issues (error messages, crashes at what point, etc.) are you encountering?
Could you provide a short code snippet that doesn't work for you and outline how it behaves?"

Hi Rudolfo,

Thanks for your answer. I have enclosed a screenshot to assist in replying to your queries. I hope this helps.

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Rudolpho
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Posted: 2nd Jun 2017 19:37
@Green Gandalf: that's great to hear
The pixel data errors may be due to you having to use the ENABLE VIRTUAL TEXTURE MANAGEMENT function to emulate the CPU/GPU-interchangeable texture mode that was used by the original DBPro but discontinued in DX9Ex, if I recall correctly.
I hope you'll be happy with your new computer!

@TiberiusHoorn: I've attached the icon files that your screenshot is complaining about missing. Extract them to your «DBPro installation»\Compiler\plugins folder.
Out of curiosity, how did you install DBPro? DBP9Ex is supposed to be copied on top of a previous installation, such as 1.7.6 and does probably not contain all the necessary files to work on its own if you just unpack it somewhere.

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Rudolpho
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Posted: 4th Jun 2017 22:17 Edited at: 4th Jun 2017 22:20
Version 1.0.0.9 is now available.
Click here to download it.

This version fixes the built-in video playback ("animation") system, resolves issues with the SET WINDOW ON / SET WINDOW OFF functions and allows compiled programs to exceed the 2GB RAM limit.

The built-in DBPro animation (video playback) commands have been fixed and should now be functional, both with regards to audio and video playback to images.
SET WINDOW ON and SET WINDOW OFF have had their internal logic rewritten. They now do what I believe they should do, that is to switch from and to windowed fullscreen mode using the current resolution.
The compiler has been updated to make all DBPro applications large address-aware. This means that your programs can use up to 4GB RAM on a 64-bit machine, or up to 3GB on a 32-bit machine. Take note that there may be third party dll's that assume a maximum of 2GB pointer addresses and use the sign bit for something else. If this happens (there's no reason to think that it will though) there will be issues using such a dll.


As always I'm grateful for further testing and feedback
TiberiusHoorn
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Posted: 4th Jun 2017 23:37
@Rudolfo Thank you very much for the icons. I had a previous install from my DBPro website which I looked up from my invoice from way back. I then extracted the new version over the top. I assumed that was the correct method. I am not really sure which version it was but the file name I downloaded was DarkBasic_Professional_54_90.zip
CumQuaT
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Posted: 5th Jun 2017 00:53
You're a beautiful man, Rudolpho...
Help out a fellow dev! Download and rate my games! They're free!

Wizzed Off! - (Android) (iOS)
God of Thunder - (Android) (iOS)
Extreme Lawn Mowing - (Android) (iOS)
Barry Pythagoras
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Posted: 5th Jun 2017 01:26
Great thanks! Really enjoying programming with it.
Mage
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Posted: 6th Jun 2017 22:03
I see this update and the details look quite interesting. I am just a little confused what the actual fixes are, maybe it's that I don't know what problems these are intended to fix.
Rudolpho wrote: "The built-in DBPro animation (video playback) commands have been fixed and should now be functional, both with regards to audio and video playback to images."

I did complain that I needed to have DBP running in Fullscreen Exclusive Mode to prevent the video from playing in a separate window or crashing the program entirely. I am wondering if this update is aimed at correcting this or some other issue.

Rudolpho wrote: "SET WINDOW ON and SET WINDOW OFF have had their internal logic rewritten. They now do what I believe they should do, that is to switch from and to windowed fullscreen mode using the current resolution."

There's been some problems involving getting Full Screen Exclusive mode to work with Windows 10 Creator's update. I am wondering if this fix is aimed at correcting this issue or some other issue.

Rudolpho wrote: "The compiler has been updated to make all DBPro applications large address-aware..."

That's really helpful.

Thanks again for the continued support.
Nomad Soul
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Posted: 6th Jun 2017 23:06
Hi

I just tried using DBPro 9EX v1.0.0.9 with Evolved's Advanced Lighting.
http://www.evolved-software.com/advancedlighting/advancedlighting

The example projects compile and some of the executables are ok like Palm Tree and Terrain but a number of them crash like Materials and Bone Animation. I've attach a screenshot of the error message I get with those executables.

Everything was working before so there seems to be something in 9EX which is conflicting with Advanced Lighting. If you could have a look I would be grateful.

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CumQuaT
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Location: Brisbane, Australia
Posted: 7th Jun 2017 09:40
Hi Nomad Soul. Evolved's Advanced Lighting setups used outdated shaders. They all need to be running shader model 2.0 or greater in order to work. Some of his shaders use 2.0 and some 3.0 but many still use 1.0 which will cause the crash.
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Kuper
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Posted: 7th Jun 2017 15:16 Edited at: 7th Jun 2017 15:17
@Nomad Soul
add "Use legacy shader compiler" at the first line
There are few errors in Evolved's shaders which crash DBPro Ex.
However they don't affect old shader compiler.
(188,12) - its a line number in shader file.Try to fix it or use original shader compiler.
TiberiusHoorn
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Posted: 9th Jun 2017 13:43
Hello again guys,

I completely reinstalled DBP and made the necessary updates but am not now able to 'save as'. Probably something very small or silly but I would appreciate any help you can offer.
I've attached a screenshot of the error.

Thanks,
Nick
Rudolpho
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Posted: 9th Jun 2017 19:20
Mage wrote: "I did complain that I needed to have DBP running in Fullscreen Exclusive Mode to prevent the video from playing in a separate window or crashing the program entirely. I am wondering if this update is aimed at correcting this or some other issue."

Video playback didn't work at all in the previous versions of DBP9Ex; you did get the sound, but not the visuals. This has now been fixed, meaning that you can play animations to a texture or the main screen as intended, assuming you have a standard Windows codec installed that can decode it (this more or less translates to what you can play back using the Windows Media Player).
As for your separate window issue, how were you setting things up when this happened?
The animation will be played to its own window that is parented to the specified location of the screen if you don't set it to render to an image (think of "window" more as a "panel" here; it isn't a regular window with borders or anything that you can move around, it just draws on top of everything else in your main window). I would strongly suggest to render to an image and paste that as a sprite or a screen quad instead of using the built-in screen drawing approach, which will likely cause the behaviour you are describing if the video is created before the main window; the texture approach should be more efficient and also gives you much greater control of the video (post-processing, drawing other things on top of it if you want to and so on).

Mage wrote: "There's been some problems involving getting Full Screen Exclusive mode to work with Windows 10 Creator's update. I am wondering if this fix is aimed at correcting this issue or some other issue."

Yes, I've heard of that, and unfortunately no, this is not an attempt at fixing that. I'm developing on a Windows 7 OS so I can't really reproduce the issue; even using my work laptop which runs the Creator's update I'm not encountering that issue, probably because it has a NVIDIA card instead of AMD, which I think CumQuaT mentioned as being a prerequisite for the issue to occur in one of the other threads about it.
That said I wouldn't mind trying to install some debugging hooks that could be used to try to get more information about what is happening if you want that.

@Nomad Soul: As CumQuaT and Kuper pointed out, DBPro9Ex uses a newer shader compiler than the old DBPro releases by default, which is more strict and as such won't compile some things that the old one did.
The most common thing it will complain about is using shader models < 2. Simply update the technique declarations to use "vs_2_0" / "ps_2_0" or 3_0 if you have a shader with a lower value there.
Your error message is hinting that you have a shader function that doesn't return a value in all cases (ie. if a certain condition is met it will never reach the return statement). It may be that that condition will never happen at runtime, but the shader compiler won't know that. What the old shader compiler probably did here was to just silently inject a default return value at the end of the function; you can add that manually yourself. Or alternatively, use the USE LEGACY SHADER COMPILER switch as Kuper mentioned and the old compiler will be used meaning everything should work as before. It is recommended to make the necessary changes to adhere to the newer shader compiler's requirements though as it has some bug fixes and helps trap issues that may otherwise just result in black screens through its stricter interpretation rules.

@CumQuaT & Kuper: It is really nice to see other people be able to offer support for this project, thank you!

TiberiusHoorn wrote: "I am not really sure which version it was but the file name I downloaded was DarkBasic_Professional_54_90.zip"

Wow, that is an ancient version. I doubt 9Ex will work if you just drop it on top of that, you probably need at least 1.6.0 or higher (I know for a fact that the MD5 module wasn't in the earlier releases of DBPro, but the newer versions, including 9Ex depend on it. There may well be other such dependencies missing in such an old version too).
I should perhaps look into providing a fully stand-alone version for download, however I've been reluctant to do so in case there are any licenses that would need to be adhered to etc.
I had a look around but unfortunately it seems that TGC don't offer the official upgrade downloads anymore, however this link for the 7.7RC still seems to be in working condition. You could try to upgrade your version using that (make sure to restore it if you have the 9Ex files copied in there already or the upgrade may fail) and then drop the 9Ex files on top; doing that should hopefully work.

TiberiusHoorn wrote: "I've attached a screenshot of the error. "

Seems it didn't get uploaded after all (happens to me too every other time since they made you have to confirm the upload after selecting it).
TiberiusHoorn
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Posted: 10th Jun 2017 00:44
Not sure what happened to the attachment so here it is again

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Rudolpho
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Posted: 10th Jun 2017 10:39
That looks more like a problem with the editor.
Could you take screenshots of the Help->About DarkBASIC Professional Editor and the Help » About DarkBASIC Professional dialogs and post them?

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