file PlatinumQuest Feature Spotlight #1: The Cannon

  • Jeff
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18 Jun 2011 16:49 #31
this is epic!! why did I not come up with something like this

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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18 Jun 2011 17:34 #32
Didn't MB9 have, or at least plan to have something like this?

Anyway, doesn't make it any less awesome...

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18 Jun 2011 19:06 #33
Jun 17, 2011, 6:49pm, sonicthe1990 wrote:hi

Will there be transparent cannons?

bye

hi

Are you serious or are you just trolling us?

bye


Jun 18, 2011, 2:55am, rdsempire wrote:Update looks awsome. Btw is MMS in PQ staff too?

Yes, and he has been for some time.

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18 Jun 2011 21:16 #34
To be brutally honest, I absolutely hate the textures. They have none of the nice cool colors, subtle designs that I liked so much about MBP.

The first video released showed some wonderful textures, but these new ones are terrible.

Additionally, lack of ambient occlusion shaders make the cannon (and other models) look bad. In my opinion, a priority would be to rewrite MB's rendering pipeline, so it could support shaders that would make it look decent. (it was done with minecraft, why couldn't it be done here?)

I still don't claim to know anything about coding, but I know that Seizure is truly amazing.

youtube.com/marbleduck

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18 Jun 2011 21:39 #35
You're only seeing a tiny sample of our textures here. As you might expect, cannons lend themselves towards more realistic, outdoor levels, where cool colors are inappropriate. You'll find plenty of those elsewhere in PQ. The levels and textures you saw in the first video are only the beginning.

Updated graphics would be awesome, but would the community be willing to wait extra months/years for that?

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18 Jun 2011 21:44 #36
Daxnitro rewrote all of Minecraft's rendering pipeline in less than a month.

Seizure is equally awesome.

If you guys would port PQ to the T3D engine (it's really pretty simple), then it would save you the time rewriting anything.

youtube.com/marbleduck

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19 Jun 2011 02:19 #37
Seiz, I congratulate you, but I would probably appreciate it a lot more if I knew more about coding.

Anyway, I like the idea, but I can't think of many ways it will be applicable.

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19 Jun 2011 02:22 #38
Yeah, I can see you building a level around it, but I can't see you using it in your level. Get me?

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19 Jun 2011 02:33 #39
Ian V., we got levels proving that statement very wrong.

"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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19 Jun 2011 02:44 #40
Jun 18, 2011, 2:44pm, marbleduck wrote:Daxnitro rewrote all of Minecraft's rendering pipeline in less than a month.

Seizure is equally awesome.

If you guys would port PQ to the T3D engine (it's really pretty simple), then it would save you the time rewriting anything.

This is practically impossible - the marble physics in the game are hardcoded within the engine binary. It'd be very time consuming to rewrite the marble physics from scratch.

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19 Jun 2011 03:33 #41
Jun 18, 2011, 7:22pm, valentinoian wrote:Yeah, I can see you building a level around it, but I can't see you using it in your level. Get me?

I was originally against it for this very reason, it seemed like a very situation-oriented gimmick. But it can actually be very useful, as it has a huge number of applications. I'll let people come up with some ideas in their own mind

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19 Jun 2011 07:31 #42
As Matan would say:

Epic Cannon Is Epic.

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19 Jun 2011 08:08 #43
Jun 19, 2011, 12:31am, georgef wrote:As Matan would say:

Epic Cannon Is Epic.

knowyourmeme.com/memes/x-y-is-x-redundan...ctives-are-redundant

Great job guys. This really sets the bar high for other mods.

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19 Jun 2011 08:50 #44
Blazer, PQ is the bar

Awesomeness that cannot be expressed in words. Great stuff PT!

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19 Jun 2011 21:56 #45
Jun 18, 2011, 7:44pm, phil83 wrote:
Jun 18, 2011, 2:44pm, marbleduck wrote:Daxnitro rewrote all of Minecraft's rendering pipeline in less than a month.

Seizure is equally awesome.

If you guys would port PQ to the T3D engine (it's really pretty simple), then it would save you the time rewriting anything.

This is practically impossible - the marble physics in the game are hardcoded within the engine binary. It'd be very time consuming to rewrite the marble physics from scratch.

That and changing the original Marble Blast engine is against its terms of use.

~Aayrl

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  • Marble_of_Randomness
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20 Jun 2011 05:03 #46
I have decided my first MB mod to download from a couple of months, PQ.

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20 Jun 2011 20:19 #47
very impressive,
does it work with replays?

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21 Jun 2011 00:06 #48
nothing is set up to support replays as of now

to be honest, it'd be better off to rewrite the entire replay system from scratch

but, there's so much to do that we'd be putting demos before gameplay

and even then, you can't achieve perfection because it relies on framesync for some features..

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21 Jun 2011 00:52 #49
I love the feature, but the only concern I have about it is that if the cannon can be controlled effectively by keyboard.

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21 Jun 2011 03:12 #50
That's a great feature! I think I'll be playing around with Cannon levels a lot once PQ comes out!

A time can be beaten, but a path can't be rediscovered. The best path stays forever.

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21 Jun 2011 12:33 #51
Popsip: as of now, unfortunately, the mouse is required to control the cannon. It might be possible to add keyboard controls if we have enough community members asking for them. Who else plays the game with just the keyboard?

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21 Jun 2011 12:45 #52
iMac, and a few other Mac users. Currently we don't have keyboard support but its a planned addition thing, among other stuff...

"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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21 Jun 2011 22:44 #53
it's not active now because there was no reason to include it yet (don't know of any staff that use pure keyboard)

it's planned and will be added in the future

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21 Jun 2011 23:13 #54
I play exclusively with keyboard.

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22 Jun 2011 19:23 #55
I do not use my mouse while playing.

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22 Jun 2011 20:33 #56
I practically always use my keyboard. The mouse seems like an inconvenience to me.

When you say Spotlight #1, do you suggest that there will be more updates soon?

"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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22 Jun 2011 20:48 #57
Keyboard user here!

Also, wonderful job on this. Was it hard to code, Seiz?
Waiting for #2, also!

This signature is real code
Code:
function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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  • RDs.The-dts-guy
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22 Jun 2011 23:09 #58
I cant understand how it is posible to beat advanced levels using only keyboard since camera moves too slow using keyboard. I use mouse to move camre so i dont care.

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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22 Jun 2011 23:10 #59
@higuy, yes

and I meant PQ staff* in comment about keyboard camera; in any case, it's easier to add it now since the cannon is [mostly] done

@rds see $pref::input::keyboardturnspeed

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23 Jun 2011 04:43 #60
I control it with keyboard only.

Cannons are epic! Release the source code for them right now!
lol jk

QuArK is still a good map editor

You know what's boring? Opaque marble skins. You know what's not? Glass Marbles!

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