Just in case anyone missed it in the bug report forum, it seems B3D is getting an update soon, according to Mark. Probably just a bug fix update but better than nothing. :)
Blitz3D update
Miscellaneous Forums/General Discussion/Blitz3D update I can`t see it, could you point us to it?
Jason.
Jason.
The update isn't out yet but the thread Mark posted in is here:
http://www.blitzbasic.com/Community/posts.php?topic=51198
http://www.blitzbasic.com/Community/posts.php?topic=51198
Thanks, it was the thread I was looking for :)
Jason.
Jason.
Oooooh great, he's fixed something I dont understand ! :) lol
Would be sweet if he updated it but also better if he included some other fixes/updates as well!
..it would be great if we receive update with bugfix for memory leaking when you using AVI or similar video file formats in loop...
Well, I'd be a bit surprised if Mark released an update that JUST fixes that weird Type bug. We may get lucky and get a few more fixes for things people have been asking for. :)
My personal choice, a random number generator that doesn't require me to distribute an external .dll
I'm heavily into procedural and fractal stuff, just call me a geek, but it'd make me a happy lassy.
As would force feedback control but I know where I can stick that.
I'm heavily into procedural and fractal stuff, just call me a geek, but it'd make me a happy lassy.
As would force feedback control but I know where I can stick that.
I wonder if the same bug is in BlitzPLus (the type one not the random one)
Grey: Sswift confirmed the bug exists in B+, too. I guess that'll get an update aswell.
Becky: What's the problem with the random number generator? Are you saying the numbers aren't random enough?
Becky: What's the problem with the random number generator? Are you saying the numbers aren't random enough?
They're random all right, but they aren't recallable. Using the same seed and sequence of random ranges one PC can return a different result to another. That's fine if you want a random number, but hugely annoying if your using procedural creation/recreation in your game.
I use the marseinne twist .dll produced by a BB community member (i'm sorry I forget who) which i've upx'd and that makes it only 40kb extra in the distribution - but it's a huge amount to add to filesize for something the language already has...
I use the marseinne twist .dll produced by a BB community member (i'm sorry I forget who) which i've upx'd and that makes it only 40kb extra in the distribution - but it's a huge amount to add to filesize for something the language already has...
Oh yeah, I remember reading about that problem, back along. Isn't the fault with different processors rather than blitz, though?
Not really big10p, the reason Blitz's random commands fail might well be processor dependant - but the fact that it is possible to make random numbers consistent on other machines says to me that Blitz is just going about it the wrong way.
You have a point. :)
It seems that's a minor update with bug fixes, don't know when it'll be ready for download(Mark said it's fixed...)
Though it is proof that, contrary to various people's absurd beliefs, B3d is still well supported.
Well, to semi-quote BRL, something along the lines of bugfixes but no real upgrades...
>Well, to semi-quote BRL, something along the lines of
>bugfixes but no real upgrades...
Where did they say that? I distinctly remember BRL saying that they expected to add additional DX7 functionality. I wouldn't exactly enterpret that as bug fixes only!
Andy
>bugfixes but no real upgrades...
Where did they say that? I distinctly remember BRL saying that they expected to add additional DX7 functionality. I wouldn't exactly enterpret that as bug fixes only!
Andy
They're random all right, but they aren't recallable. Using the same seed and sequence of random ranges one PC can return a different result to another. That's fine if you want a random number, but hugely annoying if your using procedural creation/recreation in your game.
I use the marseinne twist .dll produced by a BB community member (i'm sorry I forget who) which i've upx'd and that makes it only 40kb extra in the distribution - but it's a huge amount to add to filesize for something the language already has...
Can you prove this? I only ask because I've heard this mentioned before, but no-one could ever reproduce the bug. Also I have been using the Rand() command as part of a program to reproduce the same results on many(over 100) pc's, and it does everytime. The only issue I had was when the RndSeed command was added the number sequances all changed, but once the program was recompiled on all systems everything was fine again. I use the marseinne twist .dll produced by a BB community member (i'm sorry I forget who) which i've upx'd and that makes it only 40kb extra in the distribution - but it's a huge amount to add to filesize for something the language already has...
I use the marseinne twist .dll produced by a BB community member (i'm sorry I forget who) which i've upx'd and that makes it only 40kb extra in the distribution - but it's a huge amount to add to filesize for something the language already has...
That was ME! :)
And yes, I too am loathe to add it to a project just for that reason. Why add a dll for something the language is supposed to have already? But 40k certainly isn't much.
Torque2D also has the same issue. I sent them my C++ code for the mersenne twist dll, but I don't know if they used it or not in the last update. They did state they made some changes to the random number generator though.
It just blows my mind that something as integral as random number generation isn't done RIGHT in all cases.