lock Marble Blast Fubar BETA [OPEN BETA]

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27 May 2011 01:38 #481
The textures and scenery are really awesome and realistic, gameplay doesn't look too bad and the particles are amazing. Looking foward.
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09 Jun 2011 14:06 #482
MBF looks so awesome!!!!!!!
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10 Jun 2011 23:18 #483
Can't wait for release! (sorry if I said that already, I'm really excited!)
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  • Aayrl
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03 Oct 2011 02:24 #484
So, it's been a while since I posted in this particular thread. I think it's time to make a public announcement on this forum.

I've been posting a ton of content lately on the DedalusTech blog. The devout followers probably have an idea as to what I'm talking about. If you haven't been keeping up with the latest MBF news, Click this link to check it out. You may use this thread to discuss the blog posts until I can fix the comment system.

Now to answer some questions before they're asked:

There is not a release date set in stone at this point, but we're roughly 80% complete with the mod at this point in time. It's been a rough and tedious development pathway. We're currently in the debugging stage - that is, running through all of the new codes, scrapping the ones we don't have time to play with, and modifying the ones we think have a chance at making it to the final release.

We may end up cutting a bunch of the untested and under-developed content from the initial release as well and re-adding it in a future content patch, making release day easier on the user.

MBF currently runs on Windows machines and Linux Ubunto. We do not have a Mac user in the development team, and I will probably have PerishingFlames work with me on a Mac Compatible version of the final release.

MBF is a memory hog. Users that play on older systems may find the mod running slower than MBG or MBP. All I can suggest is lowering down the settings. We're also working on a particle toggle option to disable particle effects (since these are a large chunk of the memory leak issues we're experiencing).

The total size of MBF as of October 1st, 2011 is 2.6 GB.

We are working with the MBP team to develop a more user-friendly leaderboard. If built correctly, it should be able to support future modifications with a couple simple lines of code. The newer leaderboard version will probably not release with MBF, but will be an update for all mods on the website. (Think of it as a separate project).

Yes I will post videos next weekend. I told Matan this weekend, but I didn't get a chance to record game-play.

---

If anyone has any additional questions, I would be happy to address them here in this thread. /start discussion.

~Aayrl
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03 Oct 2011 05:44 #485
Screenshots look great!
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03 Oct 2011 06:16 #486
Great update, Aayrl. Can't wait to see the videos this coming weekend!
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  • marblefire
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03 Oct 2011 06:16 #487
I'm very happy to see Ubuntu compatibility!
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03 Oct 2011 17:30 #488
Looks amazing! Can't wait!

"funny quote" - funny person 2016 part 2 electric boogaloo
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03 Oct 2011 22:48 #489
Everything but the file size sounds great. Nice pics on your blog too.
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03 Oct 2011 23:38 #490
Quote:Yes I will post videos next weekend. I told Matan this weekend, but I didn't get a chance to record game-play.

You've promised me videos for 2 weekends now. This is going to be the 3rd weekend

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.
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04 Oct 2011 01:38 #491
Overall, I see an excellent future for the mod. It will certainly surpass all other mods that are currently out there (PQ however, I like to put as an expansion of the game. It induces the same impression as MBF.)

Hopefully PF or somebody will have some time to help with that Mac build, that's what my MB version runs on (unless I manage to obtain a copy of the PC MB version... don't think that's going to happen.) I am rather looking forward to it, and I want to be able to play it within the first release.
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  • Aayrl
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04 Oct 2011 05:17 #492
Already contacted PF and a Mac build will be constructed shortly before the initial release of MBF.

~Aayrl
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04 Oct 2011 13:12 #493
Good update.
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04 Oct 2011 13:57 #494
Oct 3, 2011, 10:17pm, aayrl wrote:Already contacted PF and a Mac build will be constructed shortly before the initial release of MBF.

~Aayrl

I saw that it had Ubuntu compatibility, how about any other flavors of Linux? Mint?
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04 Oct 2011 15:48 #495
Awsome update! I realy cant whait till MBF is gona be released. Good luck!
I wouldnt be suprized that each DIF is like 2-5MBs large. That could explain huge size of the game.

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)
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04 Oct 2011 16:11 #496
Oct 4, 2011, 6:57am, nobody wrote:
Oct 3, 2011, 10:17pm, aayrl wrote:Already contacted PF and a Mac build will be constructed shortly before the initial release of MBF.

~Aayrl

I saw that it had Ubuntu compatibility, how about any other flavors of Linux? Mint?

It should run fine on other Linux OS'. I've only tested various versions of Ubunto and they seem to work without error.


Oct 4, 2011, 8:48am, rdsempire wrote:Awsome update! I realy cant whait till MBF is gona be released. Good luck!
I wouldnt be suprized that each DIF is like 2-5MBs large. That could explain huge size of the game.

You mean, 20-50 MBs, right?

~Aayrl
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05 Oct 2011 05:34 #497
I ain't Battlefield 3, but it's good looking for a lame, outdated game engine.

youtube.com/marbleduck
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  • Aayrl
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11 Oct 2011 13:55 #498
For those who don't follow the blog...

dedalustech.com/blog/83-mbf-blog/103-mbftease09.html

~Aayrl
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11 Oct 2011 16:26 #499
Epic!
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  • RDs.The-dts-guy
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11 Oct 2011 18:14 #500
Amazing! Cant whait for next update.

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)
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18 Oct 2011 19:53 #501
File size is... large... it would be nice if you could upload a torrent for it.
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19 Oct 2011 05:43 #502
The overall size depends on how well the file-clean-up process works. I'd say 20% of the interiors currently in the game files are unused and/or a smaller, more compressed version of the map is available and I've just been too lazy to remove the older interiors.

The ultimate goal is to release MBF with under a Gigabyte of data.

~Aayrl
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19 Oct 2011 14:51 #503
Oct 18, 2011, 10:43pm, aayrl wrote:The overall size depends on how well the file-clean-up process works. I'd say 20% of the interiors currently in the game files are unused and/or a smaller, more compressed version of the map is available and I've just been too lazy to remove the older interiors.

The ultimate goal is to release MBF with under a Gigabyte of data.

~Aayrl
Maybe instead of deleting some old interiors you could just release them after MBF release. For example there was video that you uploaded that showed forgoten levels with awsome interiors that wherent planned to be on final release.

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)
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19 Oct 2011 16:28 #504
It's possible we'll leave a bunch of unused interiors in the game files for level builders to play around with. We already have a folder dedicated to level building which players will find blocks of various textures, allowing just about anyone to build a custom level without QuArk or Constructor experience.

The files I mentioned removing were older, larger versions of levels that are already in the game. Let me try to explain the system a bit more in-depth. In the early years of development, most missions used a single interior. That single interior ranged from anywhere between 1MB and 20MB. If there's a level with a 20MB interior, it will take quite a long time to load, and the performance in-game would slow down as a result.

To resolve the issue, we split most of the larger maps up into different sections, piecing them together in the mission file to create a seamless environment. All of the scenery was still there, but the files were split and compressed into smaller, more manageable chunks that the game could load and render more quickly than one large file.

The old, one-chunk map files are still present in the interiors folder, and will most likely not make it to initial release.

~Aayrl
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20 Oct 2011 00:15 #505
sorry for the late comment Aayrl.

The game looks very good. I am happy to see that you plan to finally release it this december. After all this time waiting, I am sure everybody is hyped up now to play MBF

Jeff

I am a programmer. Most here know me for being one of the major contributors to Marble Blast Platinum and PlatinumQuest.
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25 Oct 2011 00:28 #506
Excuse this stupid question, why do you call it Marble Blast Fubar?
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25 Oct 2011 04:28 #507
^

Anyway glad to see the progress!

My thoughts were... if you had a bunch of old coding stuff or levels or features or interiors or such, why not just make like a Marble Blast Fubar 1.5 or like some sort of extension that only include the extra levels that didn't quite make the final cut?
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25 Oct 2011 05:09 #508
How about... Googling FUBAR?
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25 Oct 2011 05:11 #509
Urmm, the top result isn't to... appropriate for a mod like this. lol
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25 Oct 2011 08:37 #510
Oct 24, 2011, 10:11pm, randslider123 wrote:Urmm, the top result isn't to... appropriate for a mod like this. lol
Just in case you didnt saw one below. en.m.wikipedia.org/wiki/FUBAR_%28film%29
[Trollface.DTS]

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)
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