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REDOXODER
21
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Joined: 11th Oct 2002
Location:
Posted: 11th Dec 2002 15:11
hello
what the patch 4 will correct??? or add???
and when it will be out ??? (you said before christmas...


thx
Gardocki
21
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Joined: 31st Oct 2002
Location:
Posted: 11th Dec 2002 20:26
Rumor has it they will be fixing the freeflight/rotation commands, among other things. I've also heard increases in 3d speed and new DBA file format.

AsylumHunter
21
Years of Service
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Joined: 3rd Oct 2002
Location: United States
Posted: 11th Dec 2002 21:37
Let'shope they fix:

1. Ghosted Object rendering order (they currently only draw according to creation method) including fixing the Matrix always drawing first when ghostd

2. Cubic Mapping non-fixed alignment to camera (as it currently is) Since you can't spin around a a reflective teapot and see the reflection rotate as it should.

3. and of course all the other issues

AsylumHunter

still falling out of my binary tree most evenings (hicup!)
rapscaLLion
21
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Joined: 29th Aug 2002
Location: Canada
Posted: 11th Dec 2002 22:35
Mostly a 3D fix, improved render engine and pipeline, new 3D format (DBO, which will be the standard DB format. There will obviously be a converter )
I THINK there will be a massive improvement to the terrain system, or so I heard.

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
xtom
21
Years of Service
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Joined: 26th Aug 2002
Location: Ireland
Posted: 12th Dec 2002 02:20
I'm hoping for more 3d speed with this new pipeline everyone is talking about and of course more bug fixes. More 3d speed = more units in my game and I'm hoping to get at least 200 in total. Wonder how much of an improvement it will be?
ICERGB
21
Years of Service
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Joined: 8th Nov 2002
Location: Canada
Posted: 12th Dec 2002 09:44
Don't forget the
"system standby crash!!!"
Digital Awakening
AGK Developer
21
Years of Service
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Joined: 27th Aug 2002
Location: Sweden
Posted: 12th Dec 2002 13:39
I just want my matrix problems to be fixed, don't gonna write them down again. I have sent my game to Lee so hopefully he's gonna fix my bugs.

[b]Digital Awakening
Game in developement: 3D RPG - The Magic Land
Visit DigAw.com for more info and shots
Lee Bamber
21
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Joined: 12th Sep 2002
Location:
Posted: 12th Dec 2002 14:30
Just to clear up the increasingly inaccurate speculation over Patch 4. It is simply a replacement 3D DLL that employs our new DBO system. Its key benefits are speed and stability. Speed in that we can handle many more objects effectively, and stability to ensure your X models load in without to much hassle. There will be little focus on non-3D bugs so we can put every effort into getting the 3D ace. We anticipate a Christmas release of the beta, as the task of rewriting hundreds of 3D commands is not something that we can take lightly. Patch 4 will be released officially mid-January if all goes well.

pathfinder
21
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Joined: 5th Sep 2002
Location:
Posted: 12th Dec 2002 14:53
Thats fine by me just dont be a workaholic over Christmas. Ive worked flat out over the holiday season and its just not worth it. Much rather see a cheerful, ready for the new year, be it slightly hungover Lee

Kangaroo2
21
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 12th Dec 2002 15:13
Forget that I want the path NOW! j/k Sounds good Lee, keep at it - u know I think your work is top quality!

I was just about to ask when we can expect it, but I guess he's just answered that

* If the apocalypse comes, email me *
Viktor
21
Years of Service
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Joined: 7th Oct 2002
Location: Austria
Posted: 12th Dec 2002 16:22
Do not let Lee hurry too much, as this can cause even more bugs, as we learned from the past .
I hope, Patch4 will also fix this BOX bug, because this is not only caused by FlashGet, it sometimes slows down 50-100 times when other background tasks are running. Could be a memory leak.

PC: AMD 1200/512 Mb SDR/GF2MX Dual Display/Win2000, 19" Monitor
ZX: Spectrum 128+ Customized version.
Current Project: BMP2SCR Pro (with LDIR)
MrTAToad
21
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 12th Dec 2002 17:25
and dont skimp on testing...

Good news everybody! I really am THAT good...
Kangaroo2
21
Years of Service
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 12th Dec 2002 17:56
I found if you try and changing ink color twice in a loop (ie to write a white title and black text) it slows down to an almost halt! Weird 'bug?' grrr

* If the apocalypse comes, email me *
Digital Awakening
AGK Developer
21
Years of Service
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Joined: 27th Aug 2002
Location: Sweden
Posted: 12th Dec 2002 20:42
Hmm,am I glad I have 2 months after the deadline (1 Jan) for smaler updates like DBP bugfixes...

[b]Digital Awakening
Game in developement: 3D RPG - The Magic Land
Visit DigAw.com for more info and shots
Digital Awakening
AGK Developer
21
Years of Service
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Joined: 27th Aug 2002
Location: Sweden
Posted: 12th Dec 2002 20:45
Hmm, are matrix related bugs 3D?

[b]Digital Awakening
Game in developement: 3D RPG - The Magic Land
Visit DigAw.com for more info and shots
Rob K
Retired Moderator
21
Years of Service
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 12th Dec 2002 21:24
Lee,

I know Patch 4 is meant to deal only with 3D but PLEASE:

Speed up the GET IMAGE command - I need it 10-100x faster. It is REALLY slow at the moment and it desperately needs a speed boost.

NOBODY has a forum name as stupid as Darth Shader. I do.
Hilmi2k
21
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Joined: 29th Nov 2002
Location:
Posted: 13th Dec 2002 08:28
I was wondering if a feature to manipulate multiple instances of the same 3D object was going to be a feature added. I think it makes more sense than loading 200 zombies when they are all replicants of the same brainless dude.

I would rather creat instances and manipulate them. Would also work great for creating automatic weaopons.

Kale
21
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Joined: 8th Sep 2002
Location: United Kingdom
Posted: 13th Dec 2002 14:48
as MrTAtoad says: and dont skimp on testing...!!!!!!!!

What the flame does not consume, consumes the flame.
------------------------------------------------------------------------
AMD XP2100+, Geforce4Ti 4400, 512Mb DDR, Abit KX7, WinXP Home
ZomBfied
21
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Joined: 2nd Oct 2002
Location:
Posted: 13th Dec 2002 19:32
I think it makes more sense than loading 200 zombies when they are all replicants of the same brainless dude.

Hey! I resemble that remark!

Reece
21
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Joined: 29th Aug 2002
Location: UK
Posted: 16th Dec 2002 16:09
Hold on, dont you just mean- 'Clone Object'?

Thats what it's for I thought.
MrTAToad
21
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 16th Dec 2002 18:11
Shame it doesn't work for .X files...

Good news everybody! I really am THAT good...
The Wendigo
21
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Joined: 13th Sep 2002
Location: A hole near the base of a tree in the US
Posted: 16th Dec 2002 21:40
Hilme2k is sooo right with the 200 instance thing. If I have 1000 troopers which are ready for battle and they are all standard issue, why keep loading the same data that takes for ever to do when I could just use a pointer to the once loaded data? I still think we need a duplicate object which uses the same mesh and texture info from a previously create object.

Hold on, dont you just mean- 'Clone Object'?

I believe that clone object replicates the memory of a previously created object. What we want is something that doesn't replicate, it just points to an already created one. It's hard to explain, maybe someone else who knows what I mean can explain it better than me.

1.00 GHZ processor, 256 MB RAM, GeForce 3 64MB, SB Live!, 8 cans of soda per day
UberTuba
21
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Joined: 5th Oct 2002
Location: Brittania
Posted: 16th Dec 2002 22:36
Ok. This should explain it:

Say you have a piec of paper(representing the 3d world for your game). On it you want to draw 10 identical houses. To draw these houses, you have a stencil(representing the object data) .
There are two things you caan do:
1.use the same stencil(representing the object data) to draw 10 houses.this saves on storage space for the stencils. (people want db to do this)

Or

2. Duplicate the stencil ten times and use each individual stencil to draw each house. (Db does this). This takes up more storage space for each stencil, slowing down the drawing. Db version of duplicating the stencil is the clone object command

Life is a terminal disease.
You never survive it.
AsylumHunter
21
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Joined: 3rd Oct 2002
Location: United States
Posted: 17th Dec 2002 06:07
An instance by its nature is an exact copy and should point to the same data. If you rotate one instance then all instances (including the source data) would rotate also. A reference model is an instance that can be treated like an instance object except until you modify it (e.g. Scale, Deform etc.,), it would then stores its changes as a copy but it would leave all the other instanced and referenced objects intact. However, If you change the source of a reference then all other non-modified reference objects could still be modified within their group (texture etc.).

A copy, is just that, a copy - It should be treated as unique data once copied and is independant of its reference.


AsylumHunter

still falling out of my binary tree most evenings (hicup!)
Hilmi2k
21
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Joined: 29th Nov 2002
Location:
Posted: 17th Dec 2002 18:02
Well, idealy, the instance would alway refer to the same data for the basic data. And only store the differences. Things like position and scalling and rotation and movement.

Otherwise, no need to store the rest of the data again.

Saving memory and clock cycles

Lazzarus
21
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Joined: 19th Sep 2002
Location:
Posted: 17th Dec 2002 21:56
Lee is there any chance of making the Beta available before christmas to us all? I've got time off over xmas and I'm sure many others have. It would be great to have some time to experiment with the new 3D.

UberTuba
21
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Joined: 5th Oct 2002
Location: Brittania
Posted: 17th Dec 2002 22:23
I'll drink to that (it is christmas)

Life is a terminal disease.
You never survive it.
Easily Confused
21
Years of Service
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Joined: 22nd Oct 2002
Location: U.K. Earth. (turn right at Venus)
Posted: 18th Dec 2002 03:05
Lee and the gang may want to do something about those float outputs:

n# = 320.4
Print n#

works fine, but:

n# = 320.4
text 0,0,str$(n#)

will display 320.3999938964837!

Sort of reminds me of the early days of the first Pentium

"Earth is the cradle of humanity,
but one cannot live in a cradle forever"
Konstantin E. Tsiolkovsky (1911)
AsylumHunter
21
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Joined: 3rd Oct 2002
Location: United States
Posted: 18th Dec 2002 05:07
Then you would need to recompute the rotations, scaling etc every time you called an instanced object which when dealing with 30 or so instances would start to eat up valuable clock cycles.

AsylumHunter

still falling out of my binary tree most evenings (hicup!)
REDOXODER
21
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Joined: 11th Oct 2002
Location:
Posted: 22nd Dec 2002 13:36
nothing before chrismas ....????

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