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DarkBASIC Professional Discussion / DBPro chat - what happend ?

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MrTAToad
16
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 30th Aug 2002 13:06
Anyone got a transcript of what went on ?
Yes, I really am THAT good...
Dazzag
16
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Joined: 26th Aug 2002
Location: Cyprus
Posted: 30th Aug 2002 13:18
It's on the RGT forum... annoying avi file... but I have a summary here...


DBPro Chat Log (Revised Version 1)
29 August 2002, 8:00pm - 9:00pm Eastern Time
This log has been created by SiN

-------------
Announcements
-------------

- Mike has agreed to make a true 3D pick command.
- Patch 1 is nearly done, it should be no larger than 5/6 MB.
- DBPro is currently using a 3D rendering pipeline that is about as efficient as DB1.x's (although faster). With coming patches, Mike and Lee will overhaul the pipeline for mulitfold speed increase.

-------------------
Questions & Answers
-------------------

Q : When will the Dark Basic Pro CD's be stocked
A : The plan is this coming Tuesday or Wednesday. The date is not set in stone

Q : Will there ever be a media viewer in the DBPro IDE (for viewing X files)
A : Yes, it will be added once DBPro is out. And it will be far more advanced than the DarkEDIT media browser.

Q : Will DBPro come with standard shaders.
A : No. But the shaders can be easily downloaded off the nVida or ATI site

Q : What types of collision will there be?
A : There will be sphere, box and polygon collision. Having two high-polygon objects using polygon collision is messy, but using polygon to sphere/cube collision works fast.

Q : What types of collision responses are there?
A : The responses are slide, back up or ignore. Slide is self-explainitory. Back up makes the object bounce back to the position it was at.

Q : Can you give us some speed tests?
A : Indi - I have 80 distance checks for about 50 objects and I'm getting a 70fps average.

Q : How much room is there for improvement in the DBPro Compiler
A : There is a TON of room for optimization/speed ups.

Q : Can you tell us about the new Terrain commands?
A : The terrain commands are still in their infancy, currently you can create a landscape using a hightmap with one texture. With a coming patch, they will become EXTREMELY functional.

Q : Does DBPro have an automatic LOD function for normal models?
A : No. Although it shouldn't be too difficult to program one.

Q : How stable is the retail version of DBPro
A : Some areas are completely stable, other areas are simply broken. The decision was made to go gold, and have a patch waiting by the time the CD reaches you.

Example - The BSP commands were partly functional, the patch has made this much better.

Q : Will BSP maps be able to use Half-Life's trigger capabilities?
A : Currently, BSP maps are only geometry, but entity support will be added. Trigger capabilities have not been planned.

Q : What are the maximum amount of players in a mulitplayer game?
A : 255 players.

Q : What are types of tutorials that will ship with DBPro?
A : The tutorials will be pretty basic. There will be a First Person Shooter tutorial among others.

Q : Are there any plans for Windows GUI's in DBPro
A : Yes, there are. Guy Savoie is working on a DLL-Based Dialog Window Support Tool. You can create a true windows environment (CommandButtons, TextBoxes, etc) with multiple windows. This will be done through a text script or a visual tool.

Q : Can EXE icons be changed directly from the DBPro IDE
A : Yes, they can.

Q : Are there any speech commands being planned?
A : No. But a DLL could be created to do that.

Q : What type of media will ship with DBPro?
A : None, except for the media in the examples.

Q : What is the DBPro SDK?
A : Its Lee's tool for creating new DBPro Commands. These are in-built commands, NOT DLL calls.

Q : Will there be another competition any time soon?
A : Yes, on the DBPro Site. The theme might be retro games, but nothing is confirmed yet.

Q : Are there any automatic exit routines (which would flush the memory, etc) ?
A : No.

Q : Will DBPro run old technology games smoothly on old PCs ?
A : Yes. As long as you dont use a bunch of advanced commands, it'll run fine.

Q : What type of graphics card will you need?
A : Guy Savoie develops his demos on his laptop with an 8MB Graphics Card

Q : How compatible is DBPro with Windows XP?
A : DBPro has been developed on XP, so it's safe to say it should work fine.

Q : Will MAKE OBJECT PLAIN be changed to MAKE OBJECT PLANE?
A : No. This is for DB1.x compatibility and because either spelling is correct.

Q : Will DBPro take advantage of DirectX 9.0 commands?
A : Yes, when DX9 is released.

Q : Is there a size limit on BSP maps?
A : No. The largest BSP map in Quake 3 Arena has been loaded with no problems.

Cheers

I am 99% probably lying in bed right now... so don't blame me for crappy typing
MrTAToad
16
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Joined: 26th Aug 2002
Location: United Kingdom
Posted: 30th Aug 2002 13:29
Interesting... Thanks

I wonder if the patch makes BSP fully working or just resolves some issued ?

Yes, I really am THAT good...
DMXtra
16
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Joined: 28th Aug 2002
Location: United States
Posted: 30th Aug 2002 13:37
"Will DBPro come with standard shaders?"

This is a trick question. No it doesn't come with any external pixel shaders, but it does have some built in pixel shaders ready to go such as "Cartoon" and "Rainbow" pixel shaders.

Dark Basic Pro -- The luxury for game programmers everywhere
haggisman
16
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Location: United Kingdom
Posted: 30th Aug 2002 14:58
i like the sound of a retro game competition

how will the terrain become extremely functional?

Specs:- 1GHZ athlon, Radeon8500, 192mb ram
Wanja
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Posted: 30th Aug 2002 15:44
Damn only 255 player in Multiplayer ...

WE NEED MORE !!!!!! FOR OUR MMORPG

denki
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Location: United Kingdom
Posted: 30th Aug 2002 15:50
Woot! Use dlls I think GuyS said last night!
That chat rule, I said ALOT look at the log hehe...
But you can't see the After-chat in the log...

denki

Join in on my big DarkBASIC pro RPG - kousen - http://www.darkbasicpro.com/apollo/view.php?t=13&b=1
lagmaster
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Posted: 30th Aug 2002 20:43
Damn only 255 player in Multiplayer ...

WE NEED MORE !!!!!! FOR OUR MMORPG

why not just link servers?
if dbpro can support multiple connections then make the server and a client to the next server then send it via that way.

btw the chat should of been held on a uk friendly time. but guys is americans so american time it was.

lagmasteruk - http://www.lagmaster.net/ r.nash@ntlworld.com
specs: 1.2ghz athlon, 384mb ram, geforce 2 mx 400 (32mb),win2k
denki
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Location: United Kingdom
Posted: 30th Aug 2002 20:56
I'm Uk..I stayed up until 3.30am lol, it was cool...Really funny after-chat...

I think GuyS said something about using dlls to overcome the limit...Multiple connections sound easier though...

denki

Join in on my big DarkBASIC pro RPG - kousen - http://www.darkbasicpro.com/apollo/view.php?t=13&b=1
MrTAToad
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Location: United Kingdom
Posted: 30th Aug 2002 23:07
I would have stayed... but for the previous 4 nights I had been going to bed at around 2:30am, and I needed some sleep...

Yes, I really am THAT good...
rapscaLLion
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Joined: 29th Aug 2002
Location: Canada
Posted: 31st Aug 2002 02:59
Dazzag - Thanks for the summery!
Wanja - No you don't! I would suggest that for each "world"/"room" whatever, there is a 255 player limit. THis is a reasonable limit because you can't play properly in a room/world crammed with more than a couple hundred people (not to mention speed issues!!!)

Alex Wanuch
aka rapscaLLion
Get the DB Weekly Newsletter at www.dbwn.cjb.net
AlecM
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Location: Concord, MA
Posted: 31st Aug 2002 08:06
wanja: consider the limit like this: each zone of your mmoRPG will have a limit of 255 players, not the whole game. i doubt you'll ever have more than 255 in 1 zone at a time.

Goto http://www.shellshockede.com
NTekk
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Posted: 1st Sep 2002 19:47
I really like the thing about the pipeline overhaul
denki
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Location: United Kingdom
Posted: 1st Sep 2002 22:27
Testing -



denki
Kousen DPB RPG latest - Working on a demo to release to get some interest and team members
Wanna join? See the Team section.

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