Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / DarkBASIC Professional 6.0 Suggestions

Author
Message
Advancement Games
20
Years of Service
User Offline
Joined: 6th Jan 2005
Location:
Posted: 15th Oct 2005 23:34
I meant about the textures.

Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 15th Oct 2005 23:47
I think you may be able to do alot of that with shaders.

Advancement Games
20
Years of Service
User Offline
Joined: 6th Jan 2005
Location:
Posted: 16th Oct 2005 00:01
Yup.
Grog Grueslayer
Valued Member
20
Years of Service
User Offline
Joined: 30th May 2005
Playing: Green Hell
Posted: 16th Oct 2005 01:51 Edited at: 16th Oct 2005 01:52
Quote: "You know how other languages have automaticly built in save features, well I think that should be implemented for the basics so people would not have to do as much work for saving. Just a thought."


Yeah! One of the other things that annoyed me right away was the inability to make user defined types exact.

In Quickbasic I only used UDT's when I wanted to read/write a binary file. It was always best to use UDT's to determine where everything in the binary file was at because of their "exact" nature. In Quickbasic when you define a string in a UDT you have to add how many characters are in the string like:



The above says that PlayerName is a string of 25 characters... so when this type is used to get information from a binary file Quickbasic knows exactly how many bytes to take. This method allows the programmer to make a simple do/loop without even telling it where to look in the file for the next set of data. Quickbasic automatically knew that this type is 33 bytes (25 for the string and 8 for both integers)... so it automatically starts at 34 bytes into the file for the next data set and so on till the end of the file.

Having UDT's be exact and the ability to change binary files without destroying all the data is vital for good data management. That of course gives us the ability to make real databases and the ability to load specific data quickly without having to check every single line of a file.

I'm still a newbie to Darkbasic so if there's a way for UDT's to be exact like this please let me know.
Kenjar
19
Years of Service
User Offline
Joined: 17th Jun 2005
Location: TGC
Posted: 16th Oct 2005 02:02
Quote: "I think you may be able to do alot of that with shaders."


Yes but given the lack of support for popular software such as nVidia's FX composer, and having to be something of a technical genius to use shaders. I don't know about you lot but the reason I bought DarkBASIC Professional was to create "Incredible 3D games, applications and presentations with ease" and considering FX shaders are written in what looks very much like C, I don't think it can really fall under the "easy" catagory. I spent a week looking at the technology, read the documentation and am still lost at sea. Perhaps in six months or something I'll have the understanding I need, but it's certainly out of reach for the average programmer.

Don't get me wrong, I didn't expect to be able to write games that look like Doom 3, but the sort of dynamic lighting I'm talking about as been around since Direct X 5, and certainly games written back in 1996 where using simple greyscale graphics files to represent light level or transparancy levels. Certainly in the star trek series of games starting with Starfleet command 1 released back in 1999 it was common place to see greyscale graphics used to overlay diffuse textures in a way that isolated parts of the model to glow reguardless of the lightsource. Considering it's six years on from that I am really, very suprised that DB Pro doesn't have this set up as a standard feature.


Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.
Jess T
Retired Moderator
21
Years of Service
User Offline
Joined: 20th Sep 2003
Location: Over There... Kablam!
Posted: 16th Oct 2005 05:50
I just summarized the entire thread and put it into GameDev's first post ( with his permission of course ).

Team EOD :: All-Round Nice Guy
Want Better dbHelp Files?
Grog Grueslayer
Valued Member
20
Years of Service
User Offline
Joined: 30th May 2005
Playing: Green Hell
Posted: 16th Oct 2005 06:21 Edited at: 16th Oct 2005 06:24
Quote: "I just summarized the entire thread and put it into GameDev's first post ( with his permission of course )."


Ack! I don't see "Ability to open a binary file to read/write without having to destroy the file first." and "Types with exact number of characters for strings." (which go with the first request to be able to read/write binary files easily)

Kenjar
19
Years of Service
User Offline
Joined: 17th Jun 2005
Location: TGC
Posted: 16th Oct 2005 11:07 Edited at: 16th Oct 2005 11:20
Hi I just read the summary, it's nice to have a definative list in a single place, however I do think the following items should be added:




Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.
BillR
22
Years of Service
User Offline
Joined: 19th Mar 2003
Location: United States
Posted: 16th Oct 2005 12:34
Kenjar brings up a good question in my opinion...

Why doesn't DBPro support shaders from nVidia's FX composer?
Seems like it should be the standard to support.
Since nVidia says...
"FX Composer was designed with the goal of making shader development and optimization easier for programmers"
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 16th Oct 2005 12:48
Most shaders do work in DBP, you just have to do a little work to get them to load. See the "The Ultimate Shader Thread 2.0"

http://forum.thegamecreators.com/?m=forum_view&t=49137&b=1
where they discuss this. You just have to setup the shader constants correctly. I believe Mike and Lee said U6 will have even better Shader support (less setup for the lazier programmers like me). So who knows, you may get what you want.

Kenjar
19
Years of Service
User Offline
Joined: 17th Jun 2005
Location: TGC
Posted: 16th Oct 2005 16:42
I do hope so because I've downloaded nVidia Composer, and produced many wonderful effects with it, only to discover that not one of them work. As I've said, I spent a good week trying to make it work, and it might just be that I'm being very stupid (heaven knows I have my moments) but I'm usually able to crack something if I try hard enough.

Anyway, it does seem that DarkBASIC Pro goes to extremes, it either only supports the major manufactures specs (like DBP's inability to load alot of .x 3rd party formats, but works perfectly with the DX 9 SDK MeshView which is fine) and then in other area's they seem to invent their own standards (take FX files provided by DX SDK 9 and try to load them directly into the program and you get all sorts of odd effects) where you need to learn how DarkBASIC likes it rather then now the manufactures of the standard (MS) like to do it.


Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.
Advancement Games
20
Years of Service
User Offline
Joined: 6th Jan 2005
Location:
Posted: 16th Oct 2005 17:17
I will help with the updating of the code box in the first post. Okay?
Grog Grueslayer
Valued Member
20
Years of Service
User Offline
Joined: 30th May 2005
Playing: Green Hell
Posted: 17th Oct 2005 09:28
In my experiments with files I noticed something that's kinda silly.

Why is it that "read byte" and "read word" require integers when using UDT's? I tried this code on a non-updated Pro and it still didn't work... either it's an old bug or that's just the way it is.




To get the second part to work right I have to do this:
Jess T
Retired Moderator
21
Years of Service
User Offline
Joined: 20th Sep 2003
Location: Over There... Kablam!
Posted: 17th Oct 2005 13:26
Grog, I didn't enter either of those, as the File commands are already there, you just need to utilize them, and there are already DLLs to do the tasks you want ( why bother TGC adding commands that you already have available when they can better spend their time bug beating, or adding commands that we DONT have already? )

The UDTs thingo. That just isn't going to happen.
DB's a BASIC language for game creation, you're lucky to have UDTs at all in the first place. To implement something like that ( which you yourself can code quite easily and painlessly ) is just another waist of time.


That looks like either a bug to me, or one of those "Just the way it is" things... Post it in Bug Reports, not here.


Kenjar,
Online site: I have one set up, I don't see TGC making one of their own... ever.

Dynamic lighting: You already have 8 DX hardware lights at your disposal, use them.

Loading a greyscale image as a transparency image. Do it yourself, stop being lazy! There's actually an entire tutorial in the Newsletter for specifically that!

DBP's own FX script engine? Hahahahaaha, I doubt it.

Wait commands, no way. Program it yourself, that's what everyone else has done. It's not hard.

Support for .obj. Doubt it. They have enough issues with .x and .3ds as it is, I don't think they want more people complaining that xxxx exporter doesn't load into DBP!

Particle system. Buy the enhancements pack, or code it yourself.

Window gadgets. Code them yourself ( It's not hard, I've done it purelly in DBP before, no C++ at all ), or get BGUI.

DBP's own database. Hahaha, no.


Volumetric Fog's one I will add, though.

Team EOD :: All-Round Nice Guy
Want Better dbHelp Files?
Kenjar
19
Years of Service
User Offline
Joined: 17th Jun 2005
Location: TGC
Posted: 17th Oct 2005 16:52 Edited at: 17th Oct 2005 16:56
Quote: "Online site: I have one set up, I don't see TGC making one of their own... ever."


Sorry, I've tried your site a few times over the last few days and it doesn't seem to be running. If you need more stable website, and a proper forum let me know am I can give you some on my server. It has access to php, cgi, mysql, python and c scripting services, and the domain name is paid for another 4 years with 99% uptime.

Quote: "Dynamic lighting: You already have 8 DX hardware lights at your disposal, use them."


I think you misunderstand what I mean. Static lighting (set light mapping on) effectively stops dynamic lighting working. Setup a landscape sometime, then program a light to move from left to right and you will see that the landscape doesn't change. Proper dynamic lighting is when you use a gray scale graphic to isolate the brightness of a certain, limited area of the model (i.e. lights from a window, or lights from a street lamp), not the whole thing. Yes it is possible to set up to 32 different lights. But imagine a city scale seen from an airplane, twinkling away in the darkness, or a space ship with many windows rolling away from the sun, one side in light one side in darkness except for the intricate set of windows, engine glows, blinking lights etc. Believe me I've tried to get this working in my STT Project, spent about a month working just in that area. DB Pro standard commands simply don't do it.

Quote: "Loading a gray scale image as a transparency image. Do it yourself, stop being lazy! There's actually an entire tutorial in the Newsletter for specifically that!"


Umm, the reason I paid for the language was so that can "Write incredible 3D Games, Applications and Presentations With Ease" as it says on the box. I know of only a handful of guys who know how to overlay a simple gray scale image and use it as a light map. I might be wrong in regards to transparency, it's not something I've delved into much beyond setting a colour key.

Quote: "DBP's own FX script engine? Hahahahaaha, I doubt it."


Why? There's a fair few around for the likes of C++, it's a matter of setting up predefined scripts for common features like water effects. Seeing as then tend to use their own standards it would be in their best interests to have common FX scripts that actually work with the software. It would stop a lot new user problems with the technology, and mean that the language is one step closer to realizing the claims it makes.

Quote: "Support for .obj. Doubt it. They have enough issues with .x and .3ds as it is, I don't think they want more people complaining that xxxx exporter doesn't load into DBP!"


Unlike .3ds and .x I believe .obj is a more standardized format, and it's a standard that most 3rd party programs are actually able to agree on. It might well solve a lot of their problems, certainly programs like blender, truespace, milkshape 3d, 3d wings and other major software to the entry level user support the same standard I believe.

Quote: "Particle system. Buy the enhancements pack, or code it yourself."


Again, the particle system is somewhat lacking, which is why the DLL particle system is being sold. Unless the DB Pro creators are taking a cut from each sale of the plugin, which I suspect they are, then there's no good reason for them not getting the particle system up to a good standard. IF it's about them loosing the profit from those extra sales, well they have more then enough other plugin's to take a cut from. Plugin's that aren't specified on the back of the box, such as EAX, speech DLL's, EZ Rotations etc. As for coding them myself, I think most people will have purchased this language because they don't want too program it themselves. IF it's not something they advertise them fine, no problem, but this is something they do advertise. It's a bit like selling a remote control car that "can be built from easy to put together modules" then opening up the box and discovering that you need to make the modules first out of lots of components. Oh, and their's no instruction manual to do it, but never mind.

Quote: "Window gadgets. Code them yourself ( It's not hard, I've done it purely in DBP before, no C++ at all ), or get BGUI."


I did buy BlueGUI, it works fine. I'm not complaining that it's not in there, I'm just saying it would be nice to have them as part of the standard language seeing as the program is purely Microsoft windows based.

Quote: "DBP's own database. Hahaha, no."


Yes, I think it's a long shot as well, but it would make a nice feature for the language.

Quote: "Volumetric Fog's one I will add, though."


Nice we can agree on one thing at least

Again, if you need a more stable website for the help files then I'll host them for you, giving you and anyone else full credit for them. I don't make any money off the site so you won't have advertising plastered all over the place. If not, please let me know if the problem is your end or mine, having access to more detailed help files would be very useful.


Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.
Grog Grueslayer
Valued Member
20
Years of Service
User Offline
Joined: 30th May 2005
Playing: Green Hell
Posted: 18th Oct 2005 00:48 Edited at: 18th Oct 2005 01:05
Quote: "Grog, I didn't enter either of those, as the File commands are already there, you just need to utilize them, and there are already DLLs to do the tasks you want ( why bother TGC adding commands that you already have available when they can better spend their time bug beating, or adding commands that we DONT have already? )"


You act like i'm some irate newbie that's just making trouble. Yes, i'm a newbie to Darkbasic but not to programming. I didn't ask for this lightly. This is something that we can all benifit from not just me. Because I know this is possible why not ask for it? This is after all a thread where we can put suggestions in for the next upgrade. Just because we can do it "the hard way" doesn't mean TGC can't make an easy way. Why buy a .dll when it could be put into Darkbasic?

Quote: "The UDTs thingo. That just isn't going to happen.
DB's a BASIC language for game creation, you're lucky to have UDTs at all in the first place. To implement something like that ( which you yourself can code quite easily and painlessly ) is just another waist of time."


I don't buy that excuse that we're "lucky to have UDT's". I know for a fact it's possible because UDT's with an exact nature are in Quickbasic. Quickbasic was made in 1985... Darkbasic 1999. So if a program that was around 14 years before Darkbasic was even made can do it... i'm sure Darkbasic can have the same ability.

Quote: "That looks like either a bug to me, or one of those "Just the way it is" things... Post it in Bug Reports, not here."


I posted it here to be on the safe side because I wasn't sure if it was really a bug or not.

I probably haven't been clear enough for everybody to realize the value of what i'm asking for... so i've made a little example of what it is and what it could be.

I play a game called Paranoia. In Paranoia there is an outragious amount of data just for the players themselves. I figured i'd show a little of that data (to get everything I had to add another 60 lines for each UDT, read, and write... which is 180 more lines of code).

Now I call this "the hard way" because I know TGC could add a better way:


I propose 3 commands and 1 command add-on:

open as binary filenumber,filename$
^ This allows reading or writing in a file without the need to close the file

read binary filenumber,variable (usually UDT),bytes to start
^ This reads all the data at once if it's a UDT... the bytes to start is optional... if it's not there Darkbasic assumes start at byte 1

write binary filenumber,variable (usually UDT),bytes to start
^ Same syntax but for writing data

PlayerName as string * 25
^ This tells Darkbasic that the string PlayerName is 25 characters. This is vital for read/write binary to work properly. There is no need to write code to take the string down/up to 25 characters. No matter what you say PlayerName equals it automatically add spaces or removes characters till it's 25 characters only.

The way Darkbasic is now it writes the full string (weither is it under 25 characters or not)... and as most of you know to load a binary file properly you have to know exactly how many characters to load from the binary file. If the UDT's are allowed to specify how many characters to use for each string it will be automatic and flawless.

Now with those commands available we can do this instead of the first code snip:


Now which would you rather have? The way it is now... where each time you add a variable of data you have to add another line to read and another to write. So if your data is in a UDT with 80 different variables of data you have to add 80 lines for reading and 80 lines for writing. Vs what i'd like to see in Darkbasic... could be reduced down to 1 line for reading the entire block of data and 1 line for writing.

With the ability to read/write a binary file without closing, reopening, and searching the data one could do this:


The above opens the file,skips down to byte 363 and reads the player data into D1(3) (which Darkbasic knows based on the UDT's exact nature for the strings),then a single change is made, and written into the same exact location in the binary file.

What is required to do this in Darkbasic the way it is now? Open two files, read from the first file and write out the data to the second file until it gets to record 3, make the change, write the changed data, then continue to write the rest of the file till the end. Delete the old file, rename the new file to the old filename.

Again... the method we have to use I call "the hard way". I know it could be better because of my Quickbasic experience... we can have it better if The Game Creators are willing to give it to us.

I don't have anything against you JessTicular... I just think you're overlooking how easy TGC could make file reading/writing in Darkbasic.

What do the rest of you think about simplifying the reading/writing of binary files?
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 18th Oct 2005 01:15
The easiest and fastest way to read and write binary files in DBP is thropugh memblocks. Make memblock from file and make file from memblock.

Zotoaster
20
Years of Service
User Offline
Joined: 20th Dec 2004
Location: Scotland
Posted: 18th Oct 2005 01:55
text over sprite perhaps?


re faze
20
Years of Service
User Offline
Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 18th Oct 2005 05:59
@grog
its called a memblock dude, its real easy i dont know why you keep bringing this up. you can make a function like that. if you want give me an example of what your trying to load and i will make some functions for you in my spare time.

you dont beat the system. the system beats you.
Grog Grueslayer
Valued Member
20
Years of Service
User Offline
Joined: 30th May 2005
Playing: Green Hell
Posted: 18th Oct 2005 06:24
Quote: "its called a memblock dude, its real easy i dont know why you keep bringing this up. you can make a function like that. if you want give me an example of what your trying to load and i will make some functions for you in my spare time."


Thanks but i'd rather do it myself. I'll start experimenting with memblocks right now.
Jess T
Retired Moderator
21
Years of Service
User Offline
Joined: 20th Sep 2003
Location: Over There... Kablam!
Posted: 18th Oct 2005 06:32
Whoa, sorry guy's.

My last post was real nasty and not like what I normally do... Appologies.

But, my points still stand, just in a more friendly way

Kenjar, the problem's with the host.

I'm going to get a dedicated host myself soon, buy my own domain name and then I have absolute control over eveything, 'tis much easier.

... Yep.

Team EOD :: All-Round Nice Guy
Want Better dbHelp Files?
FITZ
20
Years of Service
User Offline
Joined: 8th Apr 2005
Location: United Kingdom
Posted: 18th Oct 2005 07:31
I've been using DBPro for a while now, and i'm still unable to create a
collision system for a 3rd person game with more than 5 models and actually be able play it! I originally bought this package to get into game-dev. Due to the Poor documentation and the lack of Tutorial's on matter's such as Creating you'e own collision system and Physic's, even on memblock's or file reading and writing. Most of the info i.ve learnt is from help off the forum's (when someone actualy replies, and not treat you like an idiot). I have since buying Dark Basic Pro have created more in Blit Basic3D and MSVS.net2003 and visual Basic6. I don't understand how someone can say that you should make you're own collision system in DBPro, when anyone who has attempted, have still not entirelly succeeded yet!
DBPro is supposed to be for Game dev. or as it's advertised!, yet collision is the hardest thing to do properly. You definetely NEED better Documentation for this in the FUTURE aswell as an improved IDE for compiling and media managment. Last year 6 of my friend's bought DBPro to create games, thay all have experience in other programming languages and have now disregarded DBPro all together due to it's lack of Help and tutorial's! I myself don't get much time on the PC anymore and i don't have time to search through online Forum's for help that might not be there!


P.S.
I'm not trying to insult or vex anybody, just wanted to point out what this package is like from a newish user perspective.

(Resistance is futile!)
FITZ
20
Years of Service
User Offline
Joined: 8th Apr 2005
Location: United Kingdom
Posted: 18th Oct 2005 07:38 Edited at: 18th Oct 2005 07:43
Sorry me again!
I would also like to add that the BSP-PVS compiler is less than useless for a game developer, because it doesn't compile anything other than blocks! Yet the readme file states you can do cylinder's and wedges etc..


(Resistance is futile!)
Kenjar
19
Years of Service
User Offline
Joined: 17th Jun 2005
Location: TGC
Posted: 18th Oct 2005 16:29 Edited at: 18th Oct 2005 16:30
To be honest Fitz, they entire BSP system needs an overhaul. When it fails to load the first map of quake III arena without missing textures and invisable walls, and works even less well with ID's own tools there's just no hope for it. It is a shame because BSP collision commands make life much easier.


Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.
Advancement Games
20
Years of Service
User Offline
Joined: 6th Jan 2005
Location:
Posted: 18th Oct 2005 16:42
Yup, I agree.
Kenjar
19
Years of Service
User Offline
Joined: 17th Jun 2005
Location: TGC
Posted: 18th Oct 2005 16:43
JessTicular, I understand that you are having host problems, and respect that you want to setup your own website with a domain name. Until you do I'm more then happy to give you a stable website on [href]www.gamersol.co.uk[/href] if you don't want too put it on someone elses site then that's fine as well.


Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.
Nicholas Thompson
20
Years of Service
User Offline
Joined: 6th Sep 2004
Location: Bognor Regis, UK
Posted: 18th Oct 2005 17:23
Do any modern games use BSP still? I recall it was quite a premitive map format designed only for small enclosed area's. I understand that if you try to make something big with it, its no good. I also understand that you cant make "hovering" objects in it? Its only any good for certain shapes and stuff...

I personally have never used it and have never missed it as a feature - although I'm sure others have.

Advancement Games
20
Years of Service
User Offline
Joined: 6th Jan 2005
Location:
Posted: 18th Oct 2005 19:45
I use just a .x export from cshop, but bsp is helpful in achieving good frames because of the mathematical algorithm used in it. It has been around for ages, before doom. I have a book, Black Art of 3d Game Programming, from 1995, and they talk about that format.
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 18th Oct 2005 20:49
BSP is almost useless in DBP as there are no entity commands. You have to make all of your doors and stuff out of models and write collision routines for them. If you are going to write collision for entities then why not the whole level?

re faze
20
Years of Service
User Offline
Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 19th Oct 2005 13:16
there is a tpc to read bsp entities, apex makes it i think.

you dont beat the system. the system beats you.
FITZ
20
Years of Service
User Offline
Joined: 8th Apr 2005
Location: United Kingdom
Posted: 19th Oct 2005 13:40 Edited at: 19th Oct 2005 13:42
I think you will find that {BLOODLINE's, Vampire) still use's the BSP system and most game's like MARTIN MERE Mysteries and other Advenrure style games still use it, due to the high graphics content and keeping framerate's higher.

Where is tpc on BSP's entities, i wouldn't mind reading up on this. I'm maybe considering making my own BSP compiler project after learning about 2D BSP in VB.net, Will obviously need to compile 3D in C++ though.

(Resistance is futile!)
Lost in Thought
21
Years of Service
User Offline
Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 19th Oct 2005 13:58
Yes APEX made one to read the entities. The problem in DBP is that you cannot adjust the hulls to make doors and stuff work. You have to remove all movable entities/hulls from the level and load all of them seperate as models.

Advancement Games
20
Years of Service
User Offline
Joined: 6th Jan 2005
Location:
Posted: 19th Oct 2005 20:06
Any other comments? I will start to update the box on the first post tomorrow.
Kenjar
19
Years of Service
User Offline
Joined: 17th Jun 2005
Location: TGC
Posted: 20th Oct 2005 11:39 Edited at: 20th Oct 2005 11:43
Games like Jedi Knight II and III, Elite Force II, all semi recent games use BSP format because they are based on Quake III technology. But quite apart from anything else I'd like to see proper, full support of BSP technology if for no other reason then they darn well advertized it on the back of the box. I hate this half hearted "Oh no one will notice" approch thats been taken with this language in some areas. If you are going to do a job, darn well do it right or don't bother at all especially if your going to sell the product to the open market and especially if your going to add it as a selling point.

Many of the darkBASIC features advertized feel a bit like they've advertized a Marmalade making kit with a list of features like "Oranges, sugar, jars, sauce pans and a label making kit" but you've ended up with a packet of seeds, a small token watering can, and a note saying "Sorry we have not had time to grow the oranges, make the jars, stockpile the sugar, forge the pans or get paper or pens, call back to our website to check if we've finally got these things for you."

In no industry in the world, save the software development industry, could a company get away with selling something that only does half the job and advertize that it does.


Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.
John H
Retired Moderator
22
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 20th Oct 2005 14:17
What I would do for Advanced Terrain Plus to be finished.....well to say the least the ED Demo would be out immediatly afterwords.


Join Our Forums and get game updates faster!
Advancement Games
20
Years of Service
User Offline
Joined: 6th Jan 2005
Location:
Posted: 20th Oct 2005 16:10
I would like support for radians, not just degrees. See, I use trig, so I do not like degrees, and I do not like to constantly convert.
re faze
20
Years of Service
User Offline
Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 20th Oct 2005 17:29
you can do trig with degrees , in fact i dont know how to do trig in radians

you dont beat the system. the system beats you.
Advancement Games
20
Years of Service
User Offline
Joined: 6th Jan 2005
Location:
Posted: 20th Oct 2005 17:56
I know you can do trig with degrees, but it is an unorganized system. Radians are much better to use. One radian is 2*pi. It is the circumferance of a circle when the radius is a constant one. Trig is so much easier with radians, and so is calculus.
Kenjar
19
Years of Service
User Offline
Joined: 17th Jun 2005
Location: TGC
Posted: 21st Oct 2005 16:10
Sound mores like something for a DLL plugin, isn't there a mathimatical DLL somewhere that does this? I'm sure I saw one. But yes, being able to use proper formular such as trig would be useful for physics calculations. It can be quite hard to read the maths and convert it into a way that BASIC understands it. However it's not something I've ever heard of in anything but specialist forms of BASIC


Run before you can walk, always raise the stakes higher, always keep moving, because you never know who's catching up.
Advancement Games
20
Years of Service
User Offline
Joined: 6th Jan 2005
Location:
Posted: 21st Oct 2005 22:39
Well, I use radians, and I know all the conversions, but it is a pain when I need to convert with pi and not have built in constants, therefore a less accurate calculation.
mm0zct
21
Years of Service
User Offline
Joined: 18th Nov 2003
Location: scotland-uk
Posted: 22nd Oct 2005 00:28
independant 'sync'inc of different cameras would be great, so you can move things/hide things/change things between rendering one viewpoint and another (eg a 3d hud to prevent it being draw in a security camera)

http://www.larinar.tk
AMD athlon 64 3000+, 512mb ddr400, abit kv8, 160gb hdd, gigabit lan, ati radeon 9800se 128mb.
CPU
21
Years of Service
User Offline
Joined: 4th Jul 2003
Location: Carlsbad, CA
Posted: 22nd Oct 2005 18:51
Or along with what mm0zct said, simply having two players, and having plains that point at the camera, its rather difficult to have one plain point at two cameras at the some time

I know that one is definatly one that'd go on my list... but the practicality of implememnting it is beyond my knowlege, so its up to those allmighty oddball group of mods

CPU

[center]K-OS Battlefields
IS
///---///---///---UNDER CONSTRUCTION---\\\---\\\---\\\
[center]
Sergey K
21
Years of Service
User Offline
Joined: 4th Jan 2004
Location:
Posted: 23rd Oct 2005 01:09 Edited at: 23rd Oct 2005 01:13
Suggestions:
- in the included dba file list, make a groups so u will understand where/what and when
- make transperency levels for objects
- make transperency levels for sprites
- dont forget to fix the entry$() command (which i found as a bug in 5.9 - it just cant define backspace key anymore)
- when u creating array, its better to set array in custom range(you can use dim arr$(1 to 100) or arr$(100) or arr$(1,2,3,4)
- when you call a function, its better to make a small prompt with the function parameters
- that CTRL + Space keys in the dbp editor (to see rest of the commands) is kinda annoying, try to make it lil bit more helpful and less annoying XD
- on compiling the source, when there is an error in one of the included .dba files, it says "error in line XXX", what about to make it easyer to read and let it say "Error in line XXX - Source File NAME(and line in that source file name)" for example: [b]Error in line 1000, NPC.dba file(line 10 in NPC.dba)[b]


BlueLight Online, improved version of MorningOnline
Idiot_007
19
Years of Service
User Offline
Joined: 22nd Oct 2005
Location:
Posted: 23rd Oct 2005 01:21
id enjoy a circle that fills, instead of having to put in twenty lines of code for a filled circle that has a radius of 20? most of the 2D stuff would probably benefit from an extra parameter which defines whether its filled or not, instead of writing my own code for a non-filled box in every program

I get the most basic stuff wrong, lots of questions here
Idiot_007
19
Years of Service
User Offline
Joined: 22nd Oct 2005
Location:
Posted: 23rd Oct 2005 01:27
erm for the above post (i cant edit it since it has to be moderated first since im a new user) is that just me being lazy and unreasonable to ask for a filled or not filled parameter to the 2d commands

I get the most basic stuff wrong, lots of questions here
Jess T
Retired Moderator
21
Years of Service
User Offline
Joined: 20th Sep 2003
Location: Over There... Kablam!
Posted: 23rd Oct 2005 14:05 Edited at: 23rd Oct 2005 16:13
007, doesn't sound too unreasonable - the 2D command set is pretty bad.
However, I wont add it to the list, as it is entiely possible ( and most likely faster in the long run ) for you to simply use memblocks to do that - Check the newsletters, and search the forums for flood-fill algorithms

Gogeta,
Quote: "- make transperency levels for objects"

That's already possible - Ghost Object On, Set Object Transparency, Fade Object, etc, etc.

Quote: "- make transperency levels for sprites"

You can do that on your own with transparent png's already

Quote: "- dont forget to fix the entry$() command (which i found as a bug in 5.9 - it just cant define backspace key anymore)"

That's a bug, post it on the bug forums, not here.

Quote: "- when u creating array, its better to set array in custom range(you can use dim arr$(1 to 100) or arr$(100) or arr$(1,2,3,4)"

Could you explain what the use of this would be?

All the other suggestions are to do with the IDE, of which TGC no long has anything to do with, nor any control over. Choose an alternative IDE, or live with what you've got, it's your choice.

Jess.

Team EOD :: All-Round Nice Guy
Want Better dbHelp Files?
Sergey K
21
Years of Service
User Offline
Joined: 4th Jan 2004
Location:
Posted: 23rd Oct 2005 15:13
@JessTicular: i asked for Transparency levels from 0 to 100 and not like set object Transparency OBJ,(1 or 0), fade object just setting the ambient light of the object from 0 to 200 (AND NOT Transparency!!)

BUT THERE IS NO SET SPRITE Transparency COMMAND! which i want to have it in 6.0!!!

about the bug, i just noticed em.. (i also posted it in bug report already!)

with the array thing, i think who usses VB/C++ or any other languanges, he might know why do u need that..


BlueLight Online, improved version of MorningOnline
David iz cool
19
Years of Service
User Offline
Joined: 21st Sep 2005
Location: somewhere lol :P
Posted: 23rd Oct 2005 15:53
id also like a transparency command for sprites,although i know a workaround.

more suggestions:

command to get ground height for xfiles.

distance between 2 objects command,also for sprites

well,really the only thing i really want for 6.0 is maybe some dll that makes lights more powerful!this is my biggest problem so far,i want lights sort of like the lights in blender.

jrowe
22
Years of Service
User Offline
Joined: 12th Oct 2002
Location: Here
Posted: 23rd Oct 2005 16:37 Edited at: 23rd Oct 2005 19:28
Gogeta: Try the set alpha mapping on objnumber, transparency command to set how transparent you want your whole object to be. To do this with sprites use the set sprite alpha sprnumber,alphavalue command.

Tinnedhead Productions

For Fathers and Sons who enjoy wholy spirits.
Jess T
Retired Moderator
21
Years of Service
User Offline
Joined: 20th Sep 2003
Location: Over There... Kablam!
Posted: 23rd Oct 2005 16:46 Edited at: 23rd Oct 2005 16:47
Sprite Transparency:

Set Sprite Alpha

Works like a charm

use what jrowe said for Objects.

I use C++, and I can't say I've ever used an array that didn't start at 0...
Hell, I've also used PHP, C, and Java... Never once have I used one

David,
Ground Height for X files... Work it out yourself, it's easy... There's lots of tutes around dealing with this, such as making Memblock Matrixes, and terrains etc.

Distance formula in 2D:
d = sqrt((x2 - x1)^2 + (y2 - y1)^2)
in 3D:
d = sqrt((x2 - x1)^2 + (y2 - y1)^2 + (z2 - z1)^2)

Team EOD :: All-Round Nice Guy
Want Better dbHelp Files?

Login to post a reply

Server time is: 2025-06-10 06:07:51
Your offset time is: 2025-06-10 06:07:51