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please delete
Posted: Fri Aug 08, 2003 3:45 pm
by LJ
please delete
Posted: Fri Aug 08, 2003 6:03 pm
by LarsG
Hmmm. I get a "Terminate!" ok-requester...
I debugged it , and found that it passes the repeat loop once , but on the second time, it crashes on the RenderWorld() command...
Strange... any ideas?!?
oh, btw, here's the variables window at the end:

-Lars
Hmmm....
Posted: Fri Aug 08, 2003 8:59 pm
by LJ
Sometimes when that error pops up, it has to do with the location of the files. So make sure that when you paste the code into purebasic, that you save it in the same directory as the terrain.pb example. Also, check that the ADD3DARCHIVE paths and "/" slashes are correct (compare to the terrain.pb code by Fred, the terrain.pb code does run on your computer right?). Also check that you have all the texture files in the proper folders.
Finally, this file was written using the new engine3D.dll that Fred has put up for download including the new engine3D file that needs to be put in the PureLibraries folder. If you haven't gotten this, you can get it in the "Announcements" forum thread by Fred. Also, you need to be running the latest version of Purebasic.
It is possible also that when I pasted the code in, I accidentally deleted something. I'm not at home right now, but when I get home I'll test it. I did notice though that I defined fov as .w, then I think it can be .b because the fov variable I don't think exceeds the value limits of a .b variable. You might want to try REMing (;) out the CameraFOV line and see if it runs. The idea is that its probably not the RenderWorld() command that is causing the error in a literal sense but something else that is throwing the error when the world is rendered.
I see lots of people have viewed this message and we have 1 problem and so it looks like this code works for almost everyone. Is this correct? Anyone else with problems?
Posted: Fri Aug 08, 2003 10:33 pm
by Fred
Works fine here

Posted: Sat Aug 09, 2003 2:59 am
by LarsG
baaaaaaaaaaaaaaaaaaahh... aaaaaaaaaaaaarghh..
The terrain example downt work either.. it gives me the same error as your example...
This code works though..:
viewtopic.php?t=7131
[edit] Fred... If you want me to put some info and/or code here, just let me know.. [/edit]
Did you
Posted: Sat Aug 09, 2003 3:27 am
by LJ
Did you download the latest Engine3D.DLL (put in your Compilers folder and delete the one that is currently in there) and Engine3D (put in your PureLibraries folder and delete the one that is currently in there)? See the Announcements forum thread by Fred. I mentioned this in an earlier post already and you haven't indicated that you've checked any of the items I've mentioned.
The example you gave is practically the terrain.pb file exactly. Look at how similar both codes are to the Super terrain file. Try REMing out the lines that are different until you can nail it down. Have this skydome that works opened at the same time Super Terrain is opened and compare the lines, they are almost identical. Put a ";" in front of the lines that are different and then run the code, by process of elimination you should be able to find the line that is causing problems within 30 minutes.
We have...
Posted: Sat Aug 09, 2003 7:07 am
by LJ
@Fred,
Excellent!
@All,
We have over 90 views of this message thread with only 1 problem so far. Anyone else have trouble running Super Terrain or the terrain.pb file that comes with Purebasic?
Posted: Sat Aug 09, 2003 3:21 pm
by LarsG
Yes, I did update the engine.. I also tried it on the "old" one, and found that the terrain file didn't work there either.. (I really should test more before I open my mouth.. hehe)
Anyways.. I found that both the Terrain.pb and Super_Terrain.pb works when I remove the SkyDome, but the display will look something like this:
... unless I do a ClearScreen(0,0,0) after the FlipBuffers() command (then it will display properly)...
Note: the same thing happens for both the new and old 3d engine...
Specs:
WinXP Pro
Intel PIII 800MHz
256 MB Ram
NVidia Riva TNT2 Model 64/Model 64 Pro
-Lars
[edit] wierd things are going on.. I just tried the SkyDome example, and it works perfectly.. hmmm.. I'll have to check this out some more...
NOTE: found that the SkyDome command works when I removed the commands involving the terrain... I'll post this in the bugs section...
[/edit]
Posted: Sat Aug 09, 2003 5:07 pm
by Fred
you have to do a clearscreen, else it's not cleared between two frame (as expected).
Wow
Posted: Sun Aug 10, 2003 2:48 am
by LJ
@Fred,
Wow! Over 167 views of this message thread and presumably testing Super Terrain and only 1 problem so far, pretty good Fred. I'll keep monitoring this thread and we'll see if it stays this low.
@LarsG,
First, is your copy of Windows XP Pro a pirated version? Because pirated versions of Windows XP, you can't download updates and you should update your Direct X to 9 from the microsoft web site. If you did purchase Windows XP, go and download the latest Direct X drivers from the Microsoft Windows update web site. Next, grab the new Nvidia drivers if you haven't already. All your Nvidia drivers versions should be 6.14.10.4403. You can update your Nvidia drivers by going to the web site:
http://www.nvidia.com/content/drivers/drivers.asp
I'm running almost the identical hardware that you are. So, in summary 1) Update your Windows XP and Direct X version, 2) Update your Nvidia drivers.
After you do this, our computers should almost be identical.
works well
Posted: Sun Aug 10, 2003 12:59 pm
by mp303
works well for me.
I've been playing around with the terrain demo myself, and ran into a couple of strange problems ... first, light - it doesn't seem to work on the terrain at all? like for example, try setting up a lighsource and let it follow the camera, and set the ambient light to zero ... you should be walking around in a bright spot then, right? but it doesn't work - there's no visible difference whatsoever. I also tried hanging red/blue lights in the scene, to see if that would affect the color of the terrain - it doesn't.
Maybe the range of the lights is simply too long? there doesn't seem to be any way to adjust the range of a light either, or is that just me? must still be missing from the PB translation, I suppose :/
Also, 30-40k triangles per frame is way too much for most systems, if you want a little processing power left over for game stuff, like characters and stuff, so I figured I'd use a "fog" to reduce the drawing distance and thus reduce the number of drawn triangles. But that also doesn't work. And I can't find any command to the set drawing distance in the first place, maybe this has also not been translated yet? ... I don't really see how you could implement a game without this feature?
PS: I find the name a bit misleading, since there's nothing "super" about the terrain in this demo as compared to the original - although the data output is quite useful ... this should simply replace the original terrian demo :)
mp303
Posted: Sun Aug 10, 2003 6:13 pm
by LJ
You write:
"Also, 30-40k triangles per frame is way too much for most systems, if you want a little processing power left over for game stuff, like characters and stuff, so I figured I'd use a "fog" to reduce the drawing distance and thus reduce the number of drawn triangles. But that also doesn't work. And I can't find any command to the set drawing distance in the first place, maybe this has also not been translated yet? ... I don't really see how you could implement a game without this feature?"
Didn't you read the instructions that specifically talk about the FOV command and how it reduces the number of triangles?
You write:
"PS: I find the name a bit misleading, since there's nothing "super" about the terrain in this demo as compared to the original - although the data output is quite useful ... this should simply replace the original terrian demo

"
Actually what I find to be really misleading is your handle mp303. Since there's nothing mp3'ish about your message, no compressed music in your message, no compressed video- there's nothing mp3'ish about your message in this thread as compared to an original mp3 - although you did try Super Terrain and it worked on your computer which is useful... you should replace your handle

OK!!
Posted: Sun Aug 10, 2003 8:18 pm
by LJ
OK!! Look at that, over 220 views of this message thread and only 1 problem with running the code, excellent!!

Super Terrain problem
Posted: Sun Aug 10, 2003 8:34 pm
by Ray
Hi, I also played around with the SuperTerrain demo, and WAS getting the same error. After much tinkering I found that it doesn't like working in full screen mode with debug mode on. This is probably true of all apps. I also use Blitz basic and debug mode on this always uses a window rather than full screen. Hope this helps.

Good catch Ray
Posted: Sun Aug 10, 2003 9:19 pm
by LJ
Good catch Ray! Does this fix your problem Lars? Did you have debug on?