@Darkflame
"Neophyte ~ Good grief, 99% of my posts you completely missed the points."
And you ignore 99% of mine.
"DBP *is* aimed at a different market, blatently."
Yes. It is aimed at a market that wants a RAD development language for making games. But that isn't what you said. You said that it was aimed at beginners and I said there is nothing on the box or in the marketing that states that it is for beginners. Quote me where it says otherwise and I'll concede that point but until then you haven't proved me wrong.
"YOU *are* blind if you cant see that."
Then please, quote off TGCs website where they state that DarkBasic Professional is for beginners.
"And no, saying "oh, some people will back me up here" dosnt help."
I never said that nor did I imply it. I was refering to the fact that there are a lot of users here that are quite advanced and have been programming for a very long time. This was provided as a counter example to your claim that DBPro was a "beginners" language. It isn't. Its easy to learn, but its not aimed at people who can't program. That is what 3Dgamemaker is for.
"We are dealing with majoirtys here, im not saying that no c++ coders use DBP, only that it isnt advertised at them."
No, you are saying that it is advertised as a beginners langauge. And need I remind you that C++ isn't the only language advanced users out there favor. There are a lot of VB developers here and some of them have been programming business apps for years. Just becuase it is a "BASIC" language doens't mean that its users are begineers or that it is necessarily aimed at a beginneers market. I think VB stands as a pretty good example of this.
"Too bad this forum cant do votes, else you could easily find out..."
Oh, please.
You've claimed that this is aimed at beginners yet you haven't quoted a single piece of advertising stating so. Your whole claim is bunk. Get over it.
"My quotes were refering to the fact almost all shadars needs to be tweaked or edited to be worked in DBP."
No, in the context you sounded like you wanted a plug and play feature. This would involve
creating new code. If you didn't want to learn how to program shaders, but you still wanted to the effects, how else are you going to get them other than creation?
"ie. If they dont work, you have to code them yourself."
And this comes as a shock to you? I've been telling you this whole thread that that is what you have to do and you've ignored me. If you had bothered to read the manual LIKE ANYONE WHO WANTS TO KNOW HOW SOMETHING WORKS SHOULD then you'd know this.
And don't pretend that every shader has to be edited. My post above contained several examples
that are on your comp right now that don't have to be edited to work.
If you check carefully, those first two are to do with errors in
your code and not errors in the shader itself. You will have to modify
your code to fix those problems. If you weren't just glancing through that you'd know this. The changes that need to be made to get it to run are documented in that very help file you are quoting as well.
Look just go out, learn about shaders, then come back so we can have a meanful discussion here. This is getting really agravating trying to communicate with you why you have to do this. Its not like you wouldn't have to do this stuff if you were making your game in C++. I'll say it again, shaders are very specialized programs. The odds that you 'll find one that is just plug-in play for what you want are slim because all of the advanced effects out there use various tricks to work fast that don't apply well across the board.
"Now ,that would be fine, if it wasnt for that fact that the vaste, vaste majoirty dont work...that effectively means that you need to know how to make shaders even if you just want to "load" them."
So you want them to program it for you?
Okay, here is where the real confusion starts. You keep making claims that you want shaders to load, no modifications whatsoever on your part. This is blatantly
impossible. The only why you could do this is if you had some super-parser that automatically knows what you want and adjusts the code for you. I can't help but not get the idea that you want DBPro to create these things for you. Nothing you say makes any sense whatsoever unless I look at it from that angle. What you are asking for is impossible.
It can't be done.
"So, no, I say again, loading shadars is fundimentaly different from loading pictures or models.
Because when you load a picture, it works.
Every time.100%."
And do you know why that is? Its because shaders are PROGRAMS. Not simple media!
::sigh::
Its obvious you are ignoring my points. Here ya go again:
Quote: ""If we had to manualy edit Jpeg files to get Darkbasic to use them,there would be an outraged....as it says its Jpeg compatble."
False analogy. Just because something isn't plug and play doesn't mean that it isn't supported. Would you say that DBPro doesn't support user made plug-ins just because you have to edit the string table?"
Understand that this time?
"You arnt limited to a tiny fraction that are "useable", you dont have to try at random hundreds till you find ones that work."
Here's a hint. Instead of trying hundreds of random shaders you get off your lazy a** and learn how to program them! Then you can load whatever shader you want(provided you have the hardware to support it). It really isn't that hard, and if you stopped b*tching and honest to god got out and made a *little* effort you should meet some success. Take Preston for example. He didn't know anything about shaders, but did that stop him? No, he did what any decent programmer would do and went out and made an effort to learn them. He isn't exactly a shading guru. Hell, he even said himself he got to this working through a little trial and error. But look at the results for yourself.
http://darkbasicpro.thegamecreators.com/?m=forum_view&t=24922&b=2 If preston can get a shader working in DBPro then surely you can. It ain't as tough as you make it out to be.
"DBP simply isnt a complete product yet....which is fine, all products get updates and bug fixs.
But you shouldnt start claiming its complete unless everything you represent that it can be done...can be done!"
::Sigh:: Shaders are supported in DBPro. If you have evidence to the contrary then, please, present it. And no, editing them doesn't count as not having full support. Refer to my Plug-in analagy for an explaination of why not.
"At the very least we should be able to use those showen on this site without having to hit F3 "*.fx"."
You can. Please, look in the help file before you post. This is getting extremely tiring.
Its becoming increasingly obvious that you want to make no effort whatsoever to get shaders to run in your program. You aren't looking at
any of the help files or examples. I just don't get what you really want here. Is TGC somehow suppose to implant the information into your brain as to what commands do what? Almost all of your questions are answered in the help file with examples.
This will of coarse require that you make the grave and serious effort of hitting one or two buttons, and under taking the difficult task of understanding sentences, but I'm sure that you'll persevere.
"This is very basic stuff, I didnt even know those other 3 effects existed on my HD till now!"
Why am I not surprised?
"It seems its such an after thought that people have to explorer folders to find them, "
WTF? Oh! *gasp* I have to click a folder to find something on a computer. The Horror!
"and then they are just limited to those ones because hardly any of the ones on the internet actualy work with DBP."
I'll say it before, and I'll say it again. THIS IS NOT CLICK AND CREATE! If you won't something on the screen, you will have to PROGRAM it. If you want code off the net to work with your game you will have to MODIFY it. Shaders are CODE!
Also, YOU ARE NOT LIMITED! You can create whatever shader effect you like as long as you stick to the .fx spec and remember to set the appropriate variable(s) in your
DBPRO code and load in the required media for your shader in
DBPRO code. All of which is explained in the HELP FILES!
"Of course, there are people here filling the gaps by writting tutorials and example code...which is great."
Finally, something I can agree with you about.
"But the pictures of shadars used to advertise DBP should be represented in the manual."
All of them are except the water shader(the metal effect is what they are calling the ansio shader I think), which is still in beta and not included in pro. Check the help files and examples. The directories that I pointed out previously will contain them.
Also, extensive shader support was added long after the manual was printed. Its not like they neglected to talk about them when the manual was being written. They didn't exist then and no even knew that they would so they weren't included in the
written manual. The help files, which are part of the current manual do mention them though.
")...i will hightlite the important bit:"
Highlight away. Though I've noticed you seem to be excluding your other points from this list. Is that intential?
"People should be able to look at, say, that "metal shine" effect at the start of this thread,or the "water" effect and then use it without having to search around forums on the net."
Why? They never said that those shaders were included in DBPro. If you downloaded the demo you and anyone else who did would know this.(And, I'll repeat myself here, the ANSIO is what they are probably calling their "metal" effect.)
"These effects were used to advertise DBP and as such every DBP user with the correct hardware should be able to use them without coding shadars themselfs."
Just becuase they were used as demostration of the product doesn't mean you are entitled to them. They didn't state that those shaders would be included in Pro. Read the advertisement again.
Quote: " The illustration above shows 6 different DarkBASIC Professional shaders in action. "
No where in there does it state that those are included with DBPro.
However, if you look down a little ways you'll see what shaders
are included in Pro.
Quote: "Bump mapping
Light mapping
Environment mapping
Multitexturing
Bone based animations
Cartoon shading
Rainbow rendering"
The Rainbow, Cartoon, and Bump(those others aren't shaders) are
explicitly stated as being included in pro and they are. They didn't have to include the metal(again I'm refering to the ansio here because that gives good "metal" effect) and bubble but they did anyway. But hey, if the stupid water shader is that important to you here ya go complments of xanatus:
http://xanatus.com/tgc_water.zip Though, personally, I think prestons is the superior shader, but thats just my preference.
The ones that are included are there to either satisfy the command requirements(set cartoon shading on needs a cartoon shader to work with) or are provided
pro bono.
"And this clearly have showen you wernt paying attention to my posts...."
Funny, how you conviently ignored the quote above it.
Quote: ""No, but they saw the pretty pictures on the box and though DBP would help them make the effects."
And you wonder why I got the impression that you wanted DBPro to make the effects?

"
Here you are clearly suggesting that DBPro should help you to
make the effects. If that ain't media creation I don't know what is.
You may talk a fat lot about not wanting it to make them for you, but your examples and complaints sing a whole different tune.