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DarkBASIC Discussion / DarkBASIC Classic 1.2

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tha_rami
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Posted: 1st Oct 2007 18:28
From the newsletter:

Quote: " At the end of 2001, DarkBASIC version 1.13 was released. This provided enough power and functionality to make the application the desirable solution for programmers more than five years later. With the advent of Vista and the implications it introduces for programs running in this significantly different environment, DarkBASIC has been given an update to keep it running smoothly, and introdce some new features.

Ron Erickson (creator of the EZrotate, TextureMax and Enhanced Animations plugins for DarkBasic Professional) has finalised version 1.2.0 of DarkBASIC Classic. There are still many people using DarkBasic Classic for commercial projects, and this has been developed in conjunction with the makers of Starwraith, a hugely sucessful title developed using the language.

The main goal of the new release is to provide better support for the games produced in Windows Vista. The Vista compatability changes include the removal of DirectX retained mode dependency and the way that temporary files are generated.

Four new commands have also been added to provide better lighting and material effects to objects.

* SET OBJECT DIFFUSE - describes how much diffuse light an object will reflect
* SET OBJECT AMBIENT - describes how much ambient light an object will reflect
* SET OBJECT SPECULAR - describes how an object reflects light and appears shiny
* SET OBJECT EMISSIVE - describes how an object emits light for self-lumination

Finally, some existing problems with primitive objects have been corrected. "


An update to DBC! And a good one at that too


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Ron Erickson
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Posted: 1st Oct 2007 18:39
I was going to post something up as soon as it is available for download. Should be soon! Hopefully tomorrow!


a.k.a WOLF!
tha_rami
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Posted: 1st Oct 2007 19:18
Destroy this post if you wish. Ron, awesome work there . You're giving the community something really, really special ". An update to something which seemed dead. Hopefully a revival indeed!


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Libervurto
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Posted: 1st Oct 2007 21:21
nice additions
we needed stuff like that
Did you do it all on your own Ron?

In programming, nothing exists
Ron Erickson
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Posted: 1st Oct 2007 21:33
Quote: "nice additions
we needed stuff like that "


The new object material commands really add to the flexibility of you objects appearance.

Quote: "Did you do it all on your own Ron?"


I did do all of the coding work myself, but it would have never been done without support from Shawn of StarWraith games.


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Insert Name Here
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Posted: 1st Oct 2007 21:47 Edited at: 1st Oct 2007 21:47
Wow. My respect for you has just multiplied 1000 fold.

Quote: "Everyone's entitled to an opinion...but your opinions are wrong."

Robert The Robot
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Posted: 1st Oct 2007 21:58
I can't wait for this!

I love the sound of those new commands!

Could I just ask, though - this new version strikes me as being based around Windows Vista. Will it affect gamnes and programs coded in Windows XP?

Also, on a more minor point, will the update patch to V1.20 be free to everyone, or just to those who purchased DB direct from The Game Creators? (I only ask, because I got DBC from Amazon)

On our way 'ome, on our way 'ome...
Zombie 20
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Posted: 1st Oct 2007 22:01
Thank you very much for an update to classic, I absolutely love dbc and this is great. thank you thank you very much.

Ron Erickson
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Posted: 1st Oct 2007 22:31
Thanks for the compliments everyone! I am glad to be able to do this. There could possibly be more updates in the future. I am really busy though, so we will have to see what happens


Quote: "Could I just ask, though - this new version strikes me as being based around Windows Vista. Will it affect gamnes and programs coded in Windows XP?"


No. It will work exactly the same in XP as it did. To make things work in Vista, a couple of things had to change. DB Classic used to use a "Temp" folder in the windows directory for temporary file creation. The windows directory is locked down in Vista unless you are in admin mode. So, I had to change the temporary path to the root_drive(usualy C\DBtemp. The other thing was I had to remove DB Classic's use of DirectX's retained mode. Windows Vista is missing the d3drm.dll file that is required for using apps that use retained mode. This meant re-writing the way some object's were loaded (and a few other changes too). In doing this I fixed some problems that existed with some of the primitive objects.

So, nothing that I did should "break" DBC from working on any other OS. It should just work better now for Vista too!

Quote: "Also, on a more minor point, will the update patch to V1.20 be free to everyone, or just to those who purchased DB direct from The Game Creators? (I only ask, because I got DBC from Amazon)"


That I can not answer. I am not sure how TGC is going to handle the update yet. If it gets put into your order history, then I imagine it would require that you ordered from TGC. Unfortunately, I don't know what the BEST way for them to do this


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Pixelator
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Posted: 2nd Oct 2007 01:59
Will i get 1.13 commands also if i get this and is it free to DBC owners? Sounds REALLY cool.


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Ron Erickson
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Posted: 2nd Oct 2007 04:22
Quote: "Will i get 1.13 commands also if i get this and is it free to DBC owners?"


The update is FREE. I'm not sure how TGC is going to distribute it yet though. If it is placed in your "Order History", then you probably would have needed to have purchased DBC from TGC. I'm not sure how that will work. I should know soon.


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pcRaider
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Posted: 2nd Oct 2007 04:31
Latch
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Posted: 2nd Oct 2007 04:38
Hi Ron,

Thanks Ron, for all of the hard work! The thing I like about DBC is there's enough in there to get things rolling but one really has to roll up their sleaves to figure out how to push it to the limits! That makes it fun for me! Those texturing commands are just what the doctor ordered.

But onto my question, will this update be available for Enhanced and Non-enhanced versions of DBC? And if for Non-enhanced, will it include the enhanced command set?

Also you did say it should work with operating systems it currently runs on, but does this include windows 98 as archaic as it is?

And while I have your ear, so to speak, there have been posts on the forum regarding flashing of the screen when running DBC apps. Has this been addressed?

Thank you

Enjoy your day.
Not_Maindric
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Posted: 2nd Oct 2007 04:46
One thing that I have been wondering for a while now, not sure if you can in DBP, but I haven't seen anything to Anti-Alias 3D Models or anything, is this something that is needed, or is it already an option? I would love to see this added to Dark Basic. Also another question. If we find bugs in this update, will there be one or two more lesser updates to fix them?

TDK
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Posted: 2nd Oct 2007 06:18
Quote: "And while I have your ear, so to speak, there have been posts on the forum regarding flashing of the screen when running DBC apps. Has this been addressed?"


I've been testing V1.2 for a while now while working on DarkIDE and I've not had the flashing problem once with it.

I've double-checked by switching back to the previous DB.exe and the flashing returned, so I think it's safe to say that the problem has gone.

TDK_Man

Ron Erickson
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Posted: 2nd Oct 2007 06:21 Edited at: 2nd Oct 2007 06:22
Quote: "In DBC120
Was this bug repaired?

http://forum.thegamecreators.com/?m=forum_view&t=113818&b=15 "


I was unaware of the bug. So, no... it wasn't fixed. It is something that I could look to fix in a future update. The only danger is wrecking some people's existing code. I'll add it to the list if I decide to do any updates in the future.

Quote: "Those texturing commands are just what the doctor ordered."

Actually, they are lighing options for the object


Quote: "But onto my question, will this update be available for Enhanced and Non-enhanced versions of DBC? And if for Non-enhanced, will it include the enhanced command set? "


Technically, it should be available for BOTH. Otherwise, the update does not require the Enhancements. I'm just not sure how TGC is going to distribute it. If the update is only available through your order history, then you have the enhancements anyway.


Quote: "Also you did say it should work with operating systems it currently runs on, but does this include windows 98 as archaic as it is?"

It should. I don't have a Win98 box to test it on anymore, but I don't see why it wouldn't work. I believe DBC 1.1.3 worked on Win98 and nothing has changed that would keep this version from doing the same.

Quote: "And while I have your ear, so to speak, there have been posts on the forum regarding flashing of the screen when running DBC apps. Has this been addressed?"

As TDK says above, the flashing problem is gone

Quote: "One thing that I have been wondering for a while now, not sure if you can in DBP, but I haven't seen anything to Anti-Alias 3D Models or anything, is this something that is needed, or is it already an option?"

There isn't any options for Anti-aliasing. You can manually set that in your video card settings. I know DBpro doesn't have any "official" options for doing this either. It is something that I could possibly look at adding in the future.

Quote: "If we find bugs in this update, will there be one or two more lesser updates to fix them?"


I am pretty sure that I didn't "break" anything else while making this update. If you do find anything, I'll do my best to try and fix it. I can't gaurantee that there will be any future update. I would like to keep working on DBC, but I have a lot of other projects going on to. This one doesn't pay any bills


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Hangar18
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Posted: 3rd Oct 2007 00:25 Edited at: 3rd Oct 2007 00:28
@Ron: DBC v1.2 This is fantastic news. Looking forward to checking out the new commands, particularly set object emissive. I have a lot of questions but wont distract you from finalising v1.2. (I'll wait to see if any blurb that goes with the download goes someway to answering them).

Also just want to say I really appreciate the fact you took the time to work on DBC especially given the lack of financial incentives. Good on you and thank You!!
Libervurto
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Posted: 3rd Oct 2007 01:08
Quote: "Also just want to say I really appreciate the fact you took the time to work on DBC especially given the lack of financial incentives."

They not paying you Ron?

Why is it 1.2? why not 2.0?

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Ron Erickson
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Posted: 3rd Oct 2007 03:49
Quote: "@Ron: DBC v1.2 This is fantastic news. Looking forward to checking out the new commands, particularly set object emissive. I have a lot of questions but wont distract you from finalising v1.2. (I'll wait to see if any blurb that goes with the download goes someway to answering them)."


Ask away...
The update is 100% complete from my end. TGC just has to build the installer and upload it.

Quote: "Also just want to say I really appreciate the fact you took the time to work on DBC especially given the lack of financial incentives. Good on you and thank You!! "

Quote: "They not paying you Ron?"


StarWraith games did send some money my way, which was nice. So, really alot of thanks should be sent their way too. In fact, if you really want to thank them, take the time to try out the new game that was built with the new version of DBC. If you like it, consider purchasing the full version.
As for me, the biggest reason that I decided to do the update was from a "learning experience" perspective. It gave me a good opportunity to dig deeper into DirectX.

Quote: "Why is it 1.2? why not 2.0?"

The previous version was 1.1.3. I could have made this version 1.1.4, but decided that 1.2.0 was a better jump considering the time between the updates. Any future updates (if any) will probably be 1.2.1, then 1.2.2, then 1.2.3, ...etc.


a.k.a WOLF!
pcRaider
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Posted: 3rd Oct 2007 06:06 Edited at: 3rd Oct 2007 06:16
Ron Erickson

I thank you for a promise of bugfix.

When you make DBc1.2.1, I want to ask for bugfix.
1+3-2+4-1+10=18
A bug to make a mistake in subtraction.
http://forum.thegamecreators.com/?m=forum_view&t=113818&b=15


The issue of compatibility
It is evil to succeed a bad act, and there is not the future.
For the future, you should cut off evil.
luke810
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Posted: 3rd Oct 2007 06:30
1+3-2+4-1+10=18

It think should be 15. Subtraction is essentially the addition of a negative number so they have equal priority. Same with divison, it is multiplication by the inverse of a number, so its basically the same.
TDK
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Posted: 3rd Oct 2007 07:13
Quote: "It think should be 15"


That's the point. In DBC it returns 18 which is wrong if + and - have the same order of precedence, (in DBC they don't).

In fact, in DBC, additions have a higher OOP than subtractions and are carried out first.

I agree that this is not the norm, but also plead the case for it not to be 'fixed'.

Correcting it is OK for those fairly new to using DBC, but I (like many others) have code in my archives going back over seven years - the vast majority of which will not work correctly if this is changed.

It's far easier for us to agree that it's wrong, but accept it. As long as everyone is aware of the problem it's not difficult to work around it.

TDK_Man

tha_rami
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Posted: 3rd Oct 2007 07:29
Quote: "StarWraith games did send some money my way, which was nice. So, really alot of thanks should be sent their way too. In fact, if you really want to thank them, take the time to try out the new game that was built with the new version of DBC. If you like it, consider purchasing the full version.
As for me, the biggest reason that I decided to do the update was from a "learning experience" perspective. It gave me a good opportunity to dig deeper into DirectX."


Would've been an absolute atrocity if you would never have had any money for this. BTW, Evochron Renegades is indeed a great showcase of your updates to DBC .


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Hangar18
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Posted: 3rd Oct 2007 07:39
@Ron, thanks for the invitation to ask away - I might just wait though to check out rather than bore you with my primitive questions

@TDK, I second that it not be fixed as going though over 8000 lines of code to "fix a fix" is a rather unpalatable prospect for me and no doubt many more.
pcRaider
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Posted: 3rd Oct 2007 07:47
TDK

There are DBC113 and DBC120 for an old man.
DBC121 is made for a new face.
As for DBC121, a bug is repaired.
Thus everybody finds happiness.
No problem.
Raven
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Posted: 3rd Oct 2007 08:19
I know that SW3D as been working with a custom version of Dark Basic v1.x for a while now (prior to DBP release iirc), and it's been mentioned by RickV before that the reason his games tend to be able to do more than bog-standard releases is due to this fact.

I'm wondering how much of v1.2.0 is based on SW3D's original modifications? What sort of performance increase have you been able to gain with the enhancements?

On the whole DBv1 has never really been plagued by many really noticeable problems, except the static object flickering which has been noted is now fixed. No doubt this is actually due to removal of the retained mode.

Something I'd like to suggest (if this is still DirectX7.1 based) is could you change Transform & Lighting to an automatic check mode. Most cards now have it as standard, I'd be quite surprised if many are still using cards that don't support it.

Would also like to see the fixed-function shaders (blend mode operations) to also be brought in. As they could really make things quite beautiful if used correctly. Blitz3D for example has them while still being Dx7 which allows for Normal Mapping which can add quite a bit of depth even to ageing engines. Especially as on most card with full shaders they can do it without any real performance drop.

Could you also talk to TGC about them rebuilding 3D Game Maker with this new build? It would really help one of their best selling products become modern-hardware compatible.

Something else that would be nice to see is the integration of the types that GuyS added in DarkEDIT. Realistically because of how they're done, it shouldn't really be much of a major change to compiled code; as his solution was a pre-processor that created multiple arrays. You could always impliment it a little more cleanly though.

Just a couple of things to tinker with when you get time.
Would be nice to see some interpreter performance increases, and a better performance collision/matrix system (these were the real performance killers back in the day). Just stuff to put on a list and check out when you have time mind.

Good job on it though, look forward to having a go with the update at some point.

TDK
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Posted: 3rd Oct 2007 08:59
Quote: "I'm wondering how much of v1.2.0 is based on SW3D's original modifications?"


None unfortunately. I asked Ron about this a while back, but it seems that TGC couldn't put their hands on the source code for the modified version of V1.13.

This is a shame as I too would have liked to have seen those extra commands in the version 1.2 that Ron has been working hard on - especially the Render Camera command.

The main problem with the 'special' version was that you couldn't enable the enhancements with it.

TDK_Man

Ron Erickson
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Posted: 3rd Oct 2007 12:39 Edited at: 3rd Oct 2007 12:40
As for the math bug....
After reading the link to the original post about it, it appears to be more of a bug than just an order of precedence.
From empty:
Quote: "It ignores the minus sign and the following constant value. This always happens if you have two operands with an operator other than subtraction before and after a subtraction. So
1+1-99+1
actually becomes
1+1+1=3
and
1+3-2+4-1+10
becomes
1+3+4+10=18

However, this is only the case with constant operands. With variables as operands it simply calculates additions first.
v1=1 : v3=3 : v2=2 : v4=4 : v10=10
a = v1+v3-v2+v4-v1+v10
becomes
a = 4-6-11
a = -13"


I can't see any case where you would "expect" it to work like this. Then again, who just strings a bunch of constants together like that in their code? If it doesn't happen with variables, then I doubt people are ever really bitten by the problem. I think it should be fixed if I ever decide to do any more updates. I'll have to see if it is something I can find.

Quote: "I know that SW3D as been working with a custom version of Dark Basic v1.x for a while now (prior to DBP release iirc), and it's been mentioned by RickV before that the reason his games tend to be able to do more than bog-standard releases is due to this fact.
"



I don't think that is true at all. There is a "special" version that was handed out to a select few that had a few additional commands. Shawn was not using this version though because it did not have the ability to use the Enhancement pack. Shawn is using Memblocks and a few outside dll's (one of which was written by me for support of the TrackIR hardware ). There wasn't any performance boost included in that "special" version. Shawn's games are truely THAT AMAZING. It is rediculous what he is able to do with DB Classic. His latest game, Renegades, should be seen as a benchmark of what can be done with the new version.

Quote: "I'm wondering how much of v1.2.0 is based on SW3D's original modifications? What sort of performance increase have you been able to gain with the enhancements?"

I didn't do any comparisons in performace between 1.1.3 and 1.2.0, but there really shouldn't be any boost at all. That wasn't really the goal of this update.

Quote: "On the whole DBv1 has never really been plagued by many really noticeable problems, except the static object flickering which has been noted is now fixed. No doubt this is actually due to removal of the retained mode."

I don't think the "flashing" problem had anything to do with retained mode. To be honest, I have no idea what caused it. There wasn't anything specific that I did to remove the problem. It just wasn't there once I did my first new compile. Removing retained mode was the last thing that I did during this update so it definately wasn't caused by that.


Quote: "Something I'd like to suggest (if this is still DirectX7.1 based) is could you change Transform & Lighting to an automatic check mode. "

Could you explain a little more? I'm not sure what you are asking for with this and what the benefit is.

Quote: "Would also like to see the fixed-function shaders (blend mode operations) to also be brought in. As they could really make things quite beautiful if used correctly. Blitz3D for example has them while still being Dx7 which allows for Normal Mapping which can add quite a bit of depth even to ageing engines. Especially as on most card with full shaders they can do it without any real performance drop."

Adding support for normal mapping is an update that I would love to do. I am definately going to look into this if I decide to do further updates.

Quote: "Could you also talk to TGC about them rebuilding 3D Game Maker with this new build? It would really help one of their best selling products become modern-hardware compatible."

I don't think that is in the cards. Since there really isn't any performance boost, some additional programming would have to be done to take advantage of the new commands. I guess there would be some benefit to making it more Vista compatable, but I still kind of doubt that is going to happen. I can ask though

Quote: "Something else that would be nice to see is the integration of the types that GuyS added in DarkEDIT. Realistically because of how they're done, it shouldn't really be much of a major change to compiled code; as his solution was a pre-processor that created multiple arrays. You could always impliment it a little more cleanly though."

That is a good idea, but I'm not sure if I want to get into that. Does TDK's new IDE do something similar for faking types? If I am going to spend time on future updates, I would rather do it enhancing the capabilities of the engine for things like the normal map support than I would extending the actual language. It is something that I could look at, but to be honest probably won't happen.

Quote: "Would be nice to see some interpreter performance increases, and a better performance collision/matrix system (these were the real performance killers back in the day). Just stuff to put on a list and check out when you have time mind."


I don't recall having any problems with the interpreter peformance. I can look at the matrix collision stuff at some point though.


a.k.a WOLF!
Bizar Guy
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Posted: 3rd Oct 2007 17:21
OGMOMGOMGOMG...


Yay! I'd say more, but that about sums it up. Even better I think is the possibility of future updates. Long live DBC!

TDK
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Posted: 3rd Oct 2007 22:31
Quote: "Does TDK's new IDE do something similar for faking types?"


Not at the moment, but I'm quite happy to look into adding it if enough people would make use of the feature.

TDK_Man

Libervurto
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Posted: 4th Oct 2007 01:05
Quote: "Quote: "Does TDK's new IDE do something similar for faking types?"

Not at the moment, but I'm quite happy to look into adding it if enough people would make use of the feature."

that would be cool, I try to mimic types with arrays but it doesn't really work how would that work in DBC though?

In programming, nothing exists
tha_rami
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Posted: 4th Oct 2007 06:28
Quote: "I don't think that is true at all. There is a "special" version that was handed out to a select few that had a few additional commands. Shawn was not using this version though because it did not have the ability to use the Enhancement pack. Shawn is using Memblocks and a few outside dll's (one of which was written by me for support of the TrackIR hardware ). There wasn't any performance boost included in that "special" version. Shawn's games are truely THAT AMAZING. It is rediculous what he is able to do with DB Classic. His latest game, Renegades, should be seen as a benchmark of what can be done with the new version"


I think we should see it as a benchmark what can be done with TGC-created game development tools. It's truly amazing what Shawn does, if you ask me.

Ofcourse, I might be slightly biased, being a major fan of his games.


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Unseen Ghost
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Posted: 5th Oct 2007 05:39
Hi,

I have been checking every day since the newsletter came out about the update for DarkBasic Clasic.

I guess its not ready yet huh?

3.0 Ghtz/1GB DDR400 Ram/Ati 9550 256MB AGP Graphics/100GB Maxtor Sata Drive/Dark Basic Pro 6.5

Know one cares how much you know until they know how much you care.
Dark Dragon
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Posted: 11th Oct 2007 04:26
i wonder if they added some sprite commands?
Seth Black
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Posted: 11th Oct 2007 18:46
Quote: "I guess its not ready yet huh?"


...TGC is gonna move really slow on this. DB Classic is old news to them.


Own It, Or Get Owned...
Ron Erickson
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Posted: 11th Oct 2007 20:49
I talked to them today about it. It "should" be released tomorrow.


a.k.a WOLF!
Pixelator
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Posted: 12th Oct 2007 03:15
Quote: "It "should" be released tomorrow.
"


MY BIRTHDAY!!!!!
And you guys did it just for me!!!!
Thanks!!!!!!!


Maryville Game Developers
Visit our website at http://www.freewebs.com/maryville-game-developers/index.htm
viperjay
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Posted: 12th Oct 2007 07:09
Yes, thank you thank you thank you ...
viperjay
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Posted: 12th Oct 2007 17:06
It's here!!!!

http://darkbasic.thegamecreators.com/?f=upgrades

again thank you thank you thank you

viperjay
Aaron Miller
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Joined: 25th Feb 2006
Playing: osu!
Posted: 19th Oct 2007 06:22
@Ron
I think he means something a bit more "compatible" across computers, if you want a DirectX learning experience, maybe you would like to look at my code.



Taken directly from my project.



Cheers,

-naota

DBP, $80. DBP's plugins, $320. Watching DBP Crash, Priceless.
NG Website Aex.Uni forums

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