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Re: PureBasic 5.20 beta 3 is ready to test !

Posted: Sun Jun 30, 2013 7:48 pm
by pcfreak
Phil7 wrote:Hello,

I also have a suggestion for the term usemodule/hidemodule to rename:
What about: withmodule/endwithmodule
I think the funktionality ist nearly the same, so this could be even more consistent.

Many thanks for this great Version!

Phil
I aggree to this as I see Module some kind of namespace.
As that I would even expect With/EndWith to be applicable.
So from my point of view there is no need to introduce new keywords.

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Sun Jun 30, 2013 8:02 pm
by luis
Just found out this is missing :wink:

Code: Select all

Added: "Modules Names" in Editor -> Coloring.

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Mon Jul 01, 2013 12:16 am
by said
Thanks again and again and ... you are a great team!

Re: PureBasic 5.20 beta 3 is ready to test !

Posted: Mon Jul 01, 2013 8:53 am
by blueznl
Phil7 wrote:Hello,
I also have a suggestion for the term usemodule/hidemodule to rename:
What about: withmodule/endwithmodule
I have to concur... 'HideModule' is indeed a bit strange and inconsistent with the rest of the language...

Re: PureBasic 5.20 beta 4 is ready to test !

Posted: Mon Jul 01, 2013 10:05 am
by Psychophanta
Fred wrote:Please use a different thread for such questions, it's annoying, thanks.
+1 :!:

Agree, and no need to say 1 time: It is a matter of basic understanding and basic sense.
To me is extremely annoying after it was said and repeated.

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Mon Jul 01, 2013 7:09 pm
by skywalk
Hi Fred,
Would it make sense to lock these Announcement posts so only you & moderators can add necessary info?
Then anyone having issues would be forced to create bug reports.

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Tue Jul 02, 2013 1:08 am
by DoubleDutch
Fred: Thanks for the update, all seems to work fine for me. :)

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Tue Jul 02, 2013 9:43 am
by Lebostein
The texture is in fact a regular sprite loaded by LoadSprite() or CatchSprite() or created by CreateSprite() using the #PB_Sprite_Texture mode. The texture must be a square of one of the following dimensions: 16*16, 32*32, 64*64, 128*128 or 256*256. Other sizes may work on some specific cards, but not all.
I suppose that size limitation is invalid with PB 5.20? :?:

Thanks.

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Tue Jul 02, 2013 11:16 am
by eesau
Lebostein wrote:
The texture is in fact a regular sprite loaded by LoadSprite() or CatchSprite() or created by CreateSprite() using the #PB_Sprite_Texture mode. The texture must be a square of one of the following dimensions: 16*16, 32*32, 64*64, 128*128 or 256*256. Other sizes may work on some specific cards, but not all.
I suppose that size limitation is invalid with PB 5.20? :?:

Thanks.
I think it's been invalid for ages. Still true that there might be problems on specific GPUs though, and for performance reasons textures that are power-of-two's in size are better.

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Wed Jul 03, 2013 2:52 am
by kenmo
Thanks for combining the Sprite / Sprite3D libs... I think it makes sense, and it always seemed cumbersome to keep track of two separate objects to make a 3D sprite :)

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Thu Jul 04, 2013 5:14 pm
by OrangeJuice
@Fred: Not to complain, I'm super happy we finally got adequate Joypad support, but there is a Problem with the Joystick lib.
The analog triggers on an XBox 360 style controller are treated as the positive and negative axis of Pad 0, z Axis... that doesn't really work that well, because if you pull both of them at the same time they even each other out and report zero. This shouldn't be a limitation of the Joypad itself, because many games use mechanics where you pull both triggers and they work fine.

It would be better to consider one trigger as the Z axis of pad 0 and the other as the z axis of pad one or to consider them as an own pad with x and y or any other solution that would allow them both to be read simultaneously.

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Thu Jul 04, 2013 6:48 pm
by Fred
Then open a new thread instead of posting here or your comment will be lost.

Re: PureBasic 5.20 beta 5 is ready to test !

Posted: Thu Jul 04, 2013 10:30 pm
by Tombmyst
Fred wrote:Then open a new thread instead of posting here or your comment will be lost.
It looks like people don't conceive that this thread is about the release new version of PureBasic, kind of disappointing.. But anyways, thank you for this release! :D

Re: PureBasic 5.20 beta 2 is ready to test !

Posted: Sat Jul 06, 2013 1:00 am
by Kuron
blueznl wrote:Could any of the PB devs elaborate a bit on the library subsystem? It's a bit unclear what is possible (or no longer possible) now. Ie. does it always use DirectX11? If so, what happens on XP?
It is likely the same as with previous updates to the subsystem, you have to compile another version for the lesser subsystem so it will work on legacy versions of Windows. Unlike most language with gaming commands, in PB you can't set the drivers at runtime, and must have multiple versions of your program. Although somewhat abnormal, it is PB's way of doing things. Any decent installer will be able to detect the version of the OS and install the appropriate version of your game. Personally, I solve the problem by using OpenGL.

Re: PureBasic 5.20 beta 3 is ready to test !

Posted: Sat Jul 06, 2013 1:05 am
by Kuron
Psychophanta wrote:
Fred wrote:update: beta 3 is out with the usual bug fixes. 'HideModule' has been renamed to 'UnuseModule' for better consistency. Happy testing !
What about 'LeaveModule' ?

UseModule and FreeModule would be more natural, but given that English is NOT the native language of the developers, I think they do a great job with the syntax and any minor discrepancies are really a non-issue. I am just thankful for the command. If somebody doesn't like the wording, they can simply wrap the command with a new name.