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DarkBASIC Professional Discussion / Suggestions on how to improve future DarkBasic Pro versions.

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Fuzzie
22
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Joined: 15th Feb 2003
Location: Sweden
Posted: 4th Mar 2003 21:04
I'm creating this thread basically because I couldn't find a forumarea that discussed just that.

This is meant for you to ventilate your thoughts on improvements within DB Pro and discuss them. EVERYONE PLEASE JOIN IN! MAYBE THEY'LL MAKE A PATCH FOR US!

I have some thoughts of my own(or I wouldn't start this thread in the first place).

These are the improvements I would like to see:

1) I want to be able to define arrays within my own datatypes(i.e. within the "type" command).

2) I would like to see a simple command for letting me know which object my mouse is pointing at, whether its a sprite, 3D-object or whatever else.
C/C++(Visual Studio, Lattice, GCC), Pascal, Visual Basic, QBasic, Amiga Basic, AMOS, Solaris Native Script, 68000-Assembler, Java, J++, Bash GNU... And now also a little bit of DarkBasic!
Rob K
Retired Moderator
22
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 4th Mar 2003 21:28
In response to (2) above, Lee has already mentioned is interest in adding that feature, no Patch no. or date given yet.

1) Proper ghosting commands (SET OBJECT ALPHA objectno,percent)

2) Poly to Poly collision & Limb Collision (Both coming soon)

3) Vastly improved terrain commands, especially option for setting the terrain LOD curve quality.

4) Ability to apply special FX to matrixes, terrains etc. instead of just objects.

Current Project: Retro Compo. Entry.
Plutarck
22
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Joined: 3rd Mar 2003
Location: United States
Posted: 4th Mar 2003 21:51
Ah, just thought of one: Sockets. Who doesn't just love sockets?

"My house has a 3D interface. I'm constantly losing crap, running into things, and it's always a mess."
KamaKase
22
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Joined: 29th Oct 2002
Location:
Posted: 4th Mar 2003 23:52
special FX to objects. WE can do that!!!
Damn my feble brain.

mimesis
22
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Joined: 26th Aug 2002
Location: Norway
Posted: 5th Mar 2003 05:59
Skeletal Animation control
Dostej
22
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Joined: 21st Jan 2003
Location: Switzerland
Posted: 5th Mar 2003 15:01
I would see DBPro to compile DLL´s. This would make it even easier to compile huge games and to bugfix parts of them

klukk
22
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Joined: 13th Feb 2003
Location: Iceland
Posted: 5th Mar 2003 15:53
Short circuit boolean evaluation. Then you won't get errors when running this code.

(N.B. This code fails if the enemy(e).objectno variable is equal to 0)



- If nothing sticks to teflon, then how do they make teflon stick to the pan???
spooky
22
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Joined: 30th Aug 2002
Location: United Kingdom
Posted: 5th Mar 2003 17:10
klukk: are you saying that all conditions are tested, even if first one is false?

so saying:

if a=1 and b=1 and c=1 and d=1 and e=1 and f=1 then blah blah

will test all 6 conditions, even if 'a' is not '1'

If this is true (can't test until tonight), then this is stupid! All other languages I use bomb out as soon as it knows complete condition will be false. Can't be good for speed either unless you split your example into two nested ifs.

Gronda, Gronda
Pyro
22
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Joined: 27th Feb 2003
Location: Venezuela
Posted: 5th Mar 2003 18:45
I think that the best improvement will be...releasing THE AMAZING AND IMPRESSIVE PATCH 4!!!
Ok...ok...i know we have to be patiend, but it is too much...

"The ideas are in your head, you just gotta work like a dog and put them into code"
Kangaroo2
22
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Joined: 26th Sep 2002
Location: United Kingdom
Posted: 5th Mar 2003 22:30
High on my list are:

Pipeline fix
Working ghosting on all major graphics cards
'Set collision to polygons' to work, and at a decent speed
Proper collision detection of sprites
Transparancy of black in objects to work properly on all major graphics cards

The Pipeline is already fixed as soon as Patch 4 is released officially, and the other features I mentioned should be soon. Once these are implemented I shall have no real qualms with DBP. I already love it anyway tho

Coming Soon! Kangaroo2 Studio... wait and quiver with anticipation! lol
[email protected] - http://www.kangaroo2.com - If the apocalypse comes, email me
Andy Igoe
22
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 6th Mar 2003 02:01
NEW: I would like more compilation .exe options, such as building media into a .pak file and building multiple .pak files for each sub-directory.

FIX: I would like the encrypt media and compress media options to work. I would like the media to only increase the final filesize by the size of the media, and I would like a jelly sandwich and a pint of coconut flavoured bear.

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
Kanzure
22
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Joined: 19th Feb 2003
Location:
Posted: 6th Mar 2003 02:22
Hmm..What would I like?...


(1) Debug Mode 2nd Edition - Go into game w/ debug mouse and click on objects to bring up a menu about them, and all there variables.
(2) Camera Help. IE: A notification to remind the coder where the camera would be curently pointing (without user input on the game or w/e)
(3) Related Commands Helper - Types the rest for you, much like the Maguma Studio ( http://www.maguma.com (best php editor!))
(4) DBPro -> DB converter (much like the converting to DBPro from DB, except backwards)
(5) Grass Command! You give info, it creates grass on a matrix (Yes, I know this could take huge ammounts of cpu power)
(6) Web Cam intergration?
(7) Destroyable Matrices

UNNEEDED:
(1) Themes for the editor! Come on, some people want it to look good..I think..

~Morph
Owner of MultiCode.NET and Multi2k.NET.
Nothing is something, and something is then nothing. Life is an illusion.
Kanzure
22
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Posted: 6th Mar 2003 02:24
Sorry to leave this out, but what about "Sinking Space" (for 3D games) where you can't move into it or out of it if you do move in it... I know this could be done somehow in some bezar way, but it *would* be simpler.

~Morph
Owner of MultiCode.NET and Multi2k.NET.
Nothing is something, and something is then nothing. Life is an illusion.
klukk
22
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Joined: 13th Feb 2003
Location: Iceland
Posted: 6th Mar 2003 02:30
Sonic: Yes, that's the thing. Consider this code:



the "nevercalled" function should not be called!

Actually I would like to see a feature that was in the doos old Turbo Pascal 7.0 where you could specify whether the compiler used "short circuit boolean evaluation" or not.

- If nothing sticks to teflon, then how do they make teflon stick to the pan???
klukk
22
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Joined: 13th Feb 2003
Location: Iceland
Posted: 6th Mar 2003 02:34
Oh, It seems that load object and delete object commands have been acting funky if they are nested deep within if and while conditional statements. Would love to get that fixed.
Been trying to make an example to send to the devs, but haven't quite worked out the excact way to make this happen (it's currently a bug in my retro game, but I'm not gonna send it in as a peoof of a bug )

- If nothing sticks to teflon, then how do they make teflon stick to the pan???
Richard Davey
Retired Moderator
23
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 6th Mar 2003 03:33
"I would like more compilation .exe options, such as building media into a .pak file and building multiple .pak files for each sub-directory."

READ DIRBLOCK and READ FILEBLOCK will do just this. Okay so it's not a compilation option, but you can still do it.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Andy Igoe
22
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 6th Mar 2003 03:41
Morph

I've some questions on some of your suggestions.

(5) Grass Command! You give info, it creates grass on a matrix (Yes, I know this could take huge ammounts of cpu power)
Could never work, the grass would have a graphical style that wouldn't match most matrices. Populating a matrix with randomly placed objects from a memblock defined mesh that the user then textured might work, but would be futile for DB to implement because it really is a shoddy way of handling your terrain objects on any sized map.

(7) Destroyable Matrices
DELETE MATRIX
This command will delete a specified matrix previously created with make matrix. The matrix number should
be an integer value.

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
Andy Igoe
22
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 6th Mar 2003 03:48
Thanks for the pointer Rich, i've looked at the online help for the commands and i'm a little lost as to how to make the pak files.

The help refers to an 'open' and 'close' command - the nearest I can find in the help is the 'open to write' and 'close file' commands but neither seem related to the subject of pak files.

Could you help me a little further please?

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.
Andy Igoe
22
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 6th Mar 2003 03:53
Lol sorry Rich, found it...

WRITE DIRBLOCK
This command will write an entire directory to a pack file......


*whistles innocently*

Pneumatic Dryll, Outrageous epic cleric of EQ/Xev
God made the world in 7 days, but we're still waiting for the patch.

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