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Benny2003
22
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Joined: 18th Feb 2003
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Posted: 18th Feb 2003 07:31
Hi,

I´m very bad,about the lies from the dbp team.

I bought DBP last month,and it is totally shit,
whats up,the newsletter say´s the Update will be avaible soon,
but i dont want to pay for dbdn.

If you buy a software, you wont be a beta tester,but the current dbp version
is just a beta version with many bugs.

I think the "P" stand for Profession, but this isnt professional,
this is just a big cheat.

Dont sell a Produkt, if you can´t do your promise,
or would u buy a car,that can´t drive,but the seller told you,
it can drive 200 mph.
Easily Confused
22
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Location: U.K. Earth. (turn right at Venus)
Posted: 18th Feb 2003 07:52
Ouch! I sense you are going to be attacked left, right and center from loyal DBPro users.

Programming anything is an art, and you can't rush art.
Unless your name is Bob Ross, then you can do it in thirty minutes.
Necrym
22
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Location: Australia
Posted: 18th Feb 2003 10:01
Yep Ouch! but he does have a valid point in that it was released a bit early with an incomplete and buggy instruction set in my opinion. All i can say is dont get uptight about it just join in and make it a better product by participating in the growth of a unique product. You will soon realise that despite some hickups you will get your value for money.

Watch the bouncing cursor - now in 3d
Benny2003
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Posted: 18th Feb 2003 15:20
i want belive, but how...

Why did they make a Tech Demo (like the Bug in the water)
and let us think it was made with DBP.

There is no sourcecode.

or the other demos are only fakes,think about the motorace demo.
Everybody think,the shadows are real,but it is only a trick.

I dont want to be a Beta tester for a product,i have bought for the full price.

They only want to get our money,or why do they sell a USB Stick.
it´s better if they work on the compiler, and not on the copy protection, on other products it works, why not with DBP

Richard Davey
Retired Moderator
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Posted: 18th Feb 2003 15:32
What are you talking about?

What demo is not made in DBP?

All demos on the site are made in DBP.

Nearly all of them have source code.

Of course the shadows are faked, unless you own a GF3 or above it would be impossible to do them otherwise!

I'm not even going to waste my time explaining why there is a USB dongle again because nobody every bloody reads it, they just moan anyway.

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
MrTAToad
22
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Location: United Kingdom
Posted: 18th Feb 2003 16:06
This isn't Sauren again, is it?

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Benny2003
22
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Posted: 18th Feb 2003 16:22
@Rich, if you say, every demo is made with DBP.

Please show me the Ants demo,i want to see it run with 200 fps and full collision compiled with my DBP version.

At this time, DBP has too many bugs, you can´t work with it.
Everytime,you write some code, you need to find another way to solve a problem
because the easiest way with the DBP commands wont work.

Richard Davey
Retired Moderator
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Posted: 18th Feb 2003 16:42
The Waterslide (Ants) demo was written by one of the DB Team (Guys), I have asked him if he'll release the source code or not - it's up to him. If he does I'll post it onto the downloads part of this site along with the rest of them. Then you can compile it for yourself. If it runs at 200fps or not I have no idea because I don't know what PC you've got and it matters greatly.

As for doubting it's even made with DBPro, well I doubt it really matters what I say, you're not going to believe it are you. So I'll save my time for something more productive.

It does not have "too many bugs, you can't work with it" at all - please, show me what exactly is stopping your program from working (post your code).

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Steverino
22
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Location: United States
Posted: 18th Feb 2003 17:35
>...think about the motorace demo. Everybody think,the shadows are real,but it is only a trick

Hey! I took apart my monitor and there were no little men on motorcycles in there either!

Surrealist writing toy -- http://www.iconpoet.com
Rob K
Retired Moderator
22
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Location: Surrey, United Kingdom
Posted: 18th Feb 2003 18:24
GuyS posted the source code for the Ant demo on his site. I can confirm that it is definately made in DBP.

I don't mean to be nasty, but people aren't going to take people seriously you can't even spell "product" and don't understand basic English grammar.

NOBODY has a forum name as stupid as Darth Shader. I do.
Arrow
22
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Location: United States
Posted: 18th Feb 2003 18:36
Hey Benny, did you download patch 3.1? That fixes a number of the bugs. Patch 4 is being beta tested as we speak, it fixes even more bugs.

Am I a butterfly dreaming I'm a man?
Or a bowling ball dreaming I'm a plate of samishi?
Never assume that what you see or feel is real.
GuySavoie
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Posted: 18th Feb 2003 18:56
Benny2003 -

I will be happy to release the source code, but first I ask you to qualify:

Why do you not believe the Waterslide Demo is a DBPro project? Is it too fast? Is it the smooth BSP collision? Is it the 10,000 poly character? Is it the lightmapping? Is it the 3D sound? Is it the simple 2D text fade effects?

Please clarify what part of the Waterslide Demo you find unlikely to be a result of DBPro. In that way, if I release the source code, your doubts about that specific ability of DBPro can be publicly and clearly addressed once and for all, instead of being muddied by nebulous claims about the product.

--- Guy

Shadow Robert
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Posted: 18th Feb 2003 19:51
I thought the source was released with the demo, i'm pretty sure it was... you had the one button as the demo download and the other as source.
Cause GuyS were the first source released, with the Room demo and the Plane demo

which all compiled fine within Trial 1 ... and ran quite nicely. It was annoying when trying to do similar things couldn't get some of the functions to work, but they worked fine

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Benny2003
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Posted: 18th Feb 2003 21:31
yes,i got the 3.1 version,but the bugs are always there.

for example,

Sprites & 3D = Graphic errors

create bitmap 1,3073,3073 = Bitmap doesn not Exist , Why ??


Try this code....



and then,try this....



there are many other bugs,i don´t know all of them,
but i got some of them when i try to find a way to solve a problem with a buggy command.

Benny2003
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Posted: 18th Feb 2003 21:33
and about the Ants Waterslide demo,
i only want to see the Full BSP Collision Working compiled with the actual DBP version

haggisman
22
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Location: United Kingdom
Posted: 18th Feb 2003 21:48
Try putting spaces in your code, not only does it make it more readable but it also works.



Specs:- 1GHZ athlon, Radeon8500, 192mb ram, winxp
Benny2003
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Posted: 18th Feb 2003 22:45
these are just some examples of bugs,
i got more while programming.

GuySavoie
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Posted: 19th Feb 2003 03:20
>and about the Ants Waterslide demo,
>i only want to see the Full BSP Collision Working
>compiled with the actual DBP version

You've inferred the Waterslide Demo was not DBPro. Are you suggesting DBPro cannot handle this sliding BSP collision? If I share the source code, will you acknowledge that it indeed works?

If your goal is to see code for an example of sliding BSP collision working, why suggest I am a liar? It hardly puts anyone in a mood to "share."

--- Guy

Shadow Robert
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Location: Hertfordshire, England
Posted: 19th Feb 2003 03:51
create bitmap 1,3073,3073 = Bitmap doesn not Exist , Why ??

pretty simple explaination...
bitmap object 0 -> 32
file object 0 -> 32
memblock object 0 -> 65535
image object 0 -> 65535

... etc ... etc ... etc ...
really personally i'm sick and tired of people going about like this and perhaps getting off the non-bugs within pro we can get onto the real bug in pro.

i don't want the team spending weeks chasing raiths, you might - but i want a fully working pro without the wasted time of the team

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
heartbone
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Posted: 19th Feb 2003 04:49
Benny, that Create Bitmap 1,3073,3073 Will cause the error that you describe
unless you have at least 64 MB RAM video.

That screen needs 54.4 MB all by itself.
How much video ram do you have?

The more you see, the more you know.
The more you know, the more you see.
CloseToPerfect
22
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Joined: 20th Dec 2002
Location: United States
Posted: 19th Feb 2003 06:07
3073x3073 why do you need such a large bitmap.

And don't write such jumbled up, messy, typical code.
Neat code solves alot of problems and make debugging alot easier.

I'm not defending DBP either, I've been very hard on it myself on RGT, but the more I use it the more I apperciate it. No it's not C, and yes it does have bugs, but it's fast and easy and they are working on the bugs. I report a bug to DBS and Lee response personally, report a bug to mircosoft about VB and see if you get a response, DBS doesn't have resourses like Mircosoft of Borland I understand this and understand 3 guys working on something thats alot longer then 300.
The copy protection SUCKS, yes, but you can get around this. I hope they get rid of it myself, but having to put the disk in every 200 compiles isn't the worst this.
Dang, never thought I woould be defending DBP, I think after you finish a few projects you will as well, or after you see all the competition entry, I've played a few and some are really good!



rapscaLLion
22
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Location: Canada
Posted: 19th Feb 2003 06:23
rofl, that is the largest bitmap I've seen anyone trying to make...

Benny: Your problem is not DBPro, it's you. You give up far too easily, from what I can see. You just joined the forums today, meaning you probably haven't been around here asking questions, because you will usually get an answer!!!

Your bitmap problem is probably caused by the bitmap being grossly oversized, there is NO REASON why you should use a bitmap that big, and I guaruntee it will cause many computers to crash if you do.

Your other code is messy, there is also no reason to pack it all into one line instead of multiple, unless you are trying to win the 20 line compo.

All of the demos are made in DBPro, and the reason the shadows aren't real is because most people don't have the hardware to do realtime shadows, not that DBP can't do shadows.

The problem with updates was DBP was released prematurely. Why? Because of the incredible pressure we, the DB community created. We wanted DBP, and we wanted it now. So they gave us it, but it wasn't quite ready. The updates will be along.

The USB stick is optional, and not necessary by any means. I have no idea why someone would buy it at such an outragous price, but it's there for the select few who would. YOU DON'T NEED IT, it does the same thing as you popping the CD into your drive.

The Ant demo was made in DBP as stated above by Rich and GuyS, and it won't run at 200 fps on your computer unless you have the hardware for it. Oh, and since it's a bsp demo (I assume) full collision is built into DBP.

If you get bugs, ask us for help here in the forums. If we can't help you, email rich, or lee, or mike. You'll get an answer! There is no need for you to go running around screaming when you haven't given DBPro a chance.

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
OrcishBlue
22
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Joined: 9th Feb 2003
Location: Canada
Posted: 19th Feb 2003 06:25
uhmm, create bitmap 1,3073,3073 works perfectly here !
DBpro Demo(3 days left),



i have 640mb ram and a geForce 4 ti4200 128 mb.
soo the problem is your system on that one i'm affraid.

why on earth would you want to fit one giant 3k x 3k image in vid mem ?

like you saw above, i have 3 days left on my DBPro demo, i'll pick it off you if you don't like it, then everybody's happy

OrcishBlue
SoulMan
22
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Location: In a house somewhere on the planet earth
Posted: 19th Feb 2003 06:45
Interesting enough
I have a GeForce 4 Ti4200 64 Meg card and it works fine for me.
Interesting enough
The total memory requirement is not 55 Meg, it's 150 Meg.
It's (Width) * (Height) * (Bit Depth)
In this case.
It's 3073 x 3073 x 16 unless the default is 8 but then it would still be 72 Megs.
Plus, that code that you did post also worked on my machine.
Are you trying to
A. Run this on Windows 95
B. Run this on Windows 98
C. Run this on a 100Mhz machine with only 8 Megs of Ram and a 2Meg Trident Video Card.
D. be some dude that decided to try and give people trouble.
If it's any of the above you need your head examined plus you need to enlist in ENGLISH GRAMMER SCHOOL.
Look at me Ma, I spellin english nowes.
Cripes!!!!!!
Unless you have some brain damage there or you are trying to learn english, there is no way on earth a normal english speaking person would write like that.
YEEEESH!!!
SoulMan

I am my own and own my am I
Shadow Robert
22
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Location: Hertfordshire, England
Posted: 19th Feb 2003 06:58
i'm wondering... the create bitmap is from the screen right?

yet the largest resolution that my card is able to go is 2048x1600 ... and my monitor isn't actually capable of that, but thats the highest my card goes (baring in mind that on this current machine which is using a Quadro 4 XGL

so, explain to me why someone would require that size bitmap? and more to the point

a 3073x3073 isn't a valid resolution as they must be divisible by 2 ... and that would actually only be around 40Mb in ram - which is more than doable because the object is written to the ram rather than the video ram primarily

still from the start this all sounds weird to me

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
ZomBfied
22
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Posted: 19th Feb 2003 07:40
I not like dbp bugs too.
It not work in some ways.
I buy anyway and wait patch 4.
I hear it be good.

Hey I could make haiku...
No that's too good it deserve own thread!


I hate db bugs
I wait for ever for patch
I still keep waiting.

Morales
22
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Posted: 19th Feb 2003 07:56
ok about the BSP collision it works fine
the only prob is LIGHTS DONT EFFECT THE BSP!!
me, i would like to see that fixt.
TRY the help files on BSP and just chang some of the code
and see what happens thats what i did.
Morales
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Posted: 19th Feb 2003 08:12
also this form says its from MORALES
i didnt writ this form
Morales
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Posted: 19th Feb 2003 08:14
WHAT never mind.
did you get the bsp to work?
DARKGirl
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Location: Right behind you....
Posted: 19th Feb 2003 08:35
Well, if you ask me, (and none of you have, mind you) Dark Basic Pro is one of the best game creating programs I have seen in a very long time. Although this was the first 3D game creating program I have ever laid my eyes on, I will stay with it because I know that it can only get bigger and better. Now, I have been programming this game for the Retro Game Compo, and I have yet to find a bug in the program itself. Sure, I get an occasional bug, but that is only because of my own programming errors. Every programming keyword I have used seemed to work to my liking and did what I expected it to do. My point is, why is everyone (and I only mean the avid complainers) complaining about a program that is already amazing as it stands. And I do want to emphasize that I have yet to find a bug, thank - you - very - much.

Oh, and P.S., I agree, why would you ever want to create a bitmap that large????

flux

“I create games only to test my imagination’s limits” - MSB
Benny2003
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Posted: 19th Feb 2003 09:45
ok,if you guys say, create bitmap 1,3073,3073 wont work on a 32 MB card,
then tell me, why is create bitmap 1,3074,3074 just working.

I have tested it on many pc configurations.

and i told you, that these just a few of all bugs i have found while programming.

and why i need such a big bitmap, i can tell you, it was just a test for a 2D Jump & Run where i build a big bitmap,
and put the map with tiles on it.
Then i want to show a part of this bitmap on the screen.

@ZomBfied, ok , if you can wait for a promise, you bought already,
but i can´t.

Would you buy Windows,when Copy & Moving files wont work ??

Arrow
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Posted: 19th Feb 2003 10:26
Oh quit whining like you got a scraped knee. If yo don't like it so much then don't use it. Use C++ if you want to, we don't care. If all you're gonna do is bitch about the few bugs then do it on the Blitz forum, not here.

Am I a butterfly dreaming I'm a man?
Or a bowling ball dreaming I'm a plate of samishi?
Never assume that what you see or feel is real.
mimesis
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Location: Norway
Posted: 19th Feb 2003 10:34
@Arrow "we don't care"
Speak for you're self man, I'm interested in the opinion of others concerning bugs in DBpro.
Every now and then I read about bugs that I'm unaware of,
which saves me/others wasted time working on something that
is broken.
MrTAToad
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Posted: 19th Feb 2003 11:06
Unfortunately, so little information is given by Benny, to make his statements almost worthless.

He/She hasn't said whether 3.1 is installed. No OS is given, and whilst Raven has stated the most likely reason for 3073 for not working, he/she moans about 3074...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins - oh my, yes!
Arrow
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Posted: 19th Feb 2003 11:13
I was saying I don't care if he doesn't likes or uses DBPro or not. There are much more productive ways to reports bugs, however I've yet to see him post any real bugs besides the BPS. Last I checked most graphics card can only do images that's demensions are divisible by 2, like Raven said. Maybe if he knew what his graghics card can handle these "bugs" might go away.

Am I a butterfly dreaming I'm a man?
Or a bowling ball dreaming I'm a plate of samishi?
Never assume that what you see or feel is real.
Benny2003
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Posted: 19th Feb 2003 11:33
i told you ,i tryed the exe files on differnet systems,
and i use DBP 3.1.

and there are many bugs, and the BITMAP Bug is just one example.

If you say,my Graphic card is to old for create bitmap 1,3073,3073
then tell me, why does create bitmap 1,3074,3074 work without problems ??

i can give you some other bug´s i have found if you want.

Benny2003
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Posted: 19th Feb 2003 11:35
@Arrow.... and you say, "If yo don't like it so much then don't use it"
why ?? i have bought it,will you give my money back ??

TheCyborg
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Posted: 19th Feb 2003 11:46
The Image is NOT 150 megs..
(width) * (height) *(bit-depth) is true,
BUT the default bit depth is 32 bit and there are 8 bits per byte. (32/8=bitdepth=4)

SO the actual calculation is:
3073*3073*4= 37773316 bytes
1024 bytes per kilo
1024 kilo per mega (e.t.c)

37.773.316 Bytes = 36.888 KiloBytes
36.888 KiloBytes = 36 MegaBytes

This calculation can be approved by doing the folowing:
1. Open MS Paint.
2. Resize the painting area to 640x480
3. Save the bitmap to the hd in 24 bit BitMap format
4. Check the size of the bitmap... Yes 900KB
5. Do this calculation:
640*480*(24/8)=921600
921600/1024=900Kb

TheCyborg Development.
http://TheCyborg.Amok.dk
The Ultimate Source To DarkBASIC Programming.
haggisman
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Posted: 19th Feb 2003 11:51
If you want your money back, contact DBS or whoever you purchased it from, and leave the forums for good.

All these problems you are mentioning that are supposidly caused by DBpro are actually caused by a problem between the user and the keyboard.

and why i need such a big bitmap, i can tell you, it was just a test for a 2D Jump & Run where i build a big bitmap,
and put the map with tiles on it.
Then i want to show a part of this bitmap on the screen.


This is a perfect example! Maybe you should use sprites, or the paste image command instead, for example in my 2d retro game i can have missions 10240 X 768 in size, which works perfectly in DBpro and im still getting over 200fps.


Would you buy Windows,when Copy & Moving files wont work

Lol i wonder why MS keeps patching their software if there was nothing wrong when i bought it.

Specs:- 1GHZ athlon, Radeon8500, 192mb ram, winxp
Benny2003
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Posted: 19th Feb 2003 11:59
This is a perfect example! Maybe you should use sprites, or the paste image command instead, for example in my 2d retro game i can have missions 10240 X 768 in size, which works perfectly in DBpro and im still getting over 200fps.


Lol, and how du you create your map, with PAINT ???


Lol i wonder why MS keeps patching their software if there was nothing wrong when i bought it.

But MS do not promise you things,that you cant do with Windows

TheCyborg
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Posted: 19th Feb 2003 12:03
@Benny2003:
I think you need a little bit more hardware understanding before starting programming....
A bitmap HAS to be dividable by 2 (in most cases)... and as far as i'm concerned 3073 can't be divided by 2 and 3074 can:
3073/2=1536,5
3074/2=1537

A bitmap is in DirecX a texture and a texture has to fit into the two times table. Usualy they are 128x128 or 256x256.
you haven't yet told us what you need that big bitmap for. That would be an awful lot of help.
If you are trying to create a texture on a very big object. Try scaling it down to 640x480 and then stretch the texture to your object (happens automatically).

TheCyborg Development.
http://TheCyborg.Amok.dk
The Ultimate Source To DarkBASIC Programming.
TheCyborg
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Posted: 19th Feb 2003 12:09
oops
forget these lines:
you haven't yet told us what you need that big bitmap for. That would be an awful lot of help.

TheCyborg Development.
http://TheCyborg.Amok.dk
The Ultimate Source To DarkBASIC Programming.
Richard Davey
Retired Moderator
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Posted: 19th Feb 2003 12:14
Benny - there are many ways to create a large game-world map but the way DBPro works means that a 3000x3000 (or whatever) bitmap isn't the best way to achieve this. Infact it will quite likely cause many machines to fail, but I can still see why you tried to do this - it is a logical way to approach the problem.

You are probably using tiles already, right? (i.e. you've not drawn a 3000x3000 image - you've drawn something smaller I hope, like 128x128 tiles and stuck them together to create the map). So instead of creating the entire map in one go a far better solution is to create one just larger than the screen (include enough room for a scroll buffer, say 128 or 256 pixels) and when the player hits this "buffer" you re-draw the map but move along a bit.

Which version of Pro are you using? because I can do "create bitmap 1,3073,3073" without error (DBPro 3.1 patched with the upgrade available on this site). I have a Radeon 9700 Pro video card.

The following code:

"set current bitmap 0:cls:set cursor 1,1:print x"

This highlights a parser error, not a compiler error. The parser cannot understand your code, it's not even getting as far as being compiled. This doesn't mean those commands have bugs in them.

What is more, under DBPro 3.1 this code works perfectly because the parser was fixed to cope with it.

You've not yet shown me a bug that I can reproduce with DBPro 3.1 which leads me to only one conclusion - you've not upgraded.

Strongly suggest you do so before posting again.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
haggisman
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Posted: 19th Feb 2003 12:20
Lol, and how du you create your map, with PAINT ???

Lol, no i compiled my terrain from images created in PSP and a heightmap set of data from a terrain editor i made. Then i added various other images in with a mission editor like buildings etc. Then in my game engine i place everything depending upon where the player is. Giving the effect that it is 10240 long.

But MS do not promise you things,that you cant do with Windows

huh?!? So what you are saying is even though MS sold me an OS for a large amount of money its ok for them to have a huge amount of bugs and security flaws. Dont be stupid, your analogy doesn't work.

Specs:- 1GHZ athlon, Radeon8500, 192mb ram, winxp
Fallen
22
Years of Service
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Joined: 27th Dec 2002
Location: Portugal
Posted: 19th Feb 2003 14:06
well I bought darkbasicpro 2 month and still didn't made anything that I wanted.. but.. I know thats only my fault.. Now benny...try to read some more things before you explode like this.. and try diferent ways of doings some thing.. in my case the only problem I have is to do a good large and open spaced map with collisions..but the problem is just mine.. not DBP. Is true that it was some bugs..but they dont stop us from programming a good game

Duffer
22
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Joined: 9th Feb 2003
Location: chair
Posted: 20th Feb 2003 02:00
Hi there! I'm the idiot who's been putting some fairly stupid questions on the forum... The amazing thing is several people have always gone out of their way to help me out and point me in the right direction... Rich included.

DBPro is an awesome piece of creativity. My main problem is trying to concentrate my efforts in one or two directions at the same time when programming. There's just so much to try.

I dont wonder that the programmers dont stand back, take a long breath, and look at what they've created and how it's grown over the past few years...

I date myself by saying that I recall when AMOS first came out for the Amiga. What a godsend that was. And of course DBPro is very much it's grandchild. Being inept at programming in C++ and finding VisualBasic fairly horrible I lived for the day that something like AMOS came out for the PC. It did. It developed. It's still developing. Here it is.

With the above in mind, I find it fairly unbelievable that GuyS or Rich deem it necessary to bother with 'Benny's' email assault. I hope they now remove this line of email exchange and concentrate on Patch 4...

P.S. 'Benny2003'? Is each year blessed with one? is this some coded reference to the writings of Nostradamus? or has that [ever-so-not-funny] comedian found God and lost his diction?

heartbone
22
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Joined: 9th Nov 2002
Location:
Posted: 20th Feb 2003 03:29
What Duffer said.

The more you see, the more you know.
The more you know, the more you see.
Shadow Robert
22
Years of Service
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 20th Feb 2003 08:23
lol you ever get the feeling that people ignore whats you say?

... i'm pretty sure that even the Raedon can't handle floater divisible rendering image - but then again there is a difference between creating the bitmap and actually rendering it.

hmm, i wonder what i should have for breakfast today - Alpen Strawberry & Yogurt bar? or Blueberry Nutrigrain Bar ... Mmmm decisions decisions

Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?
Richard Davey
Retired Moderator
23
Years of Service
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 20th Feb 2003 13:41
"... i'm pretty sure that even the Raedon can't handle floater divisible rendering image"

Of course it can't - but then when you "create bitmap" in DB/DBPro you're not rendering, you're reserving a place in memory for image data and that can go as high as your physical memory allows and has nothing to do with your graphics card.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Benny2003
22
Years of Service
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Joined: 18th Feb 2003
Location:
Posted: 20th Feb 2003 14:39
try this code



I know, the code is stupid,but i got a error while running
"Runtime Error 1002 - Bitmap does not exist as line 3"
I use DBP 3.1 and i tryed it on different systems,with different OS.

If i want to create a bitmap, sometimes it works,and sometimes it fails.

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