file Marble Blast Powered Up [REALLY^4 RELEASED]

  • whirligig
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20 Aug 2013 23:11 #31
Well, mvossman never said what he did to make it work, so I don't know what to tell you except that nobody else has had this glitch occur ... Try reinstalling a fresh copy of MBG and installing MBPU from that?

Oh, and other known bugs include:
    Some crashes on Toroidal Limbo, this is normal
    Odd gem and powerup movement in Toroidal Limbo; probably an engine glitch
    Changes your controls on Mac install--will be fixed in 1.0

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  • StewMan46
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21 Aug 2013 09:17 #32
When I enter the information required on the batch file, it says that the MBG directory is invalid. What do I do?

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21 Aug 2013 16:15 #33
Common issue. I assume you're on Windows? Make sure you've typed the full path, starting with C:\ and ending with another backslash. Don't put quotes around it or escape any characters. The installer looks for getdxver.exe, so be sure you have that.

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21 Aug 2013 19:53 #34
Thanks Whirligig!

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22 Aug 2013 05:08 #35
Attention to all MBPU users: the Super Speed issues are (dare I say) finally fixed!

I'm not going to release a full patch just for the fix, because it's easy to patch yourself:

1. Open marble/client/scripts/playgui.cs.
2. Find the following:

Code: $marbleYaw -= $mvYawRightSpeed;
$marbleYaw += $mvYawLeftSpeed;

Add two lines:

Code: $marbleYaw -= $mvYawRightSpeed;
$marbleYaw += $mvYawLeftSpeed;
$marblePitch -= $mvPitchDownSpeed;
$marblePitch += $mvPitchUpSpeed;

3. Open marble/client/scripts/default.bind.cs.

4. Search for three lines including the number 838.6. The first is about $marbleYaw; change it to:

Code:if (LocalClientConnection.getControlObject() == LocalClientConnection.player) $marbleYaw += getMouseAdjustAmount(%val,%speed);

The second and third relate to $marblePitch; change them as follows:

Code: if($pref::input::InvertYAxis) {
$mvPitch -= getMouseAdjustAmount(%val,%speed);
if (LocalClientConnection.getControlObject() == LocalClientConnection.player) $marblePitch -= getMouseAdjustAmount(%val,%speed);
$pitchSoFar -= %val;
}
else {
$mvPitch += getMouseAdjustAmount(%val,%speed);
if (LocalClientConnection.getControlObject() == LocalClientConnection.player) $marblePitch += getMouseAdjustAmount(%val,%speed);
$pitchSoFar += %val;
}

5. Get annoyed at HiGuy for giving me shoddy code.

... And that's it! Super Speed should now *always* work, as will the lighting in Toroidal Limbo (which would have been glitched as well).

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  • HiGuy
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22 Aug 2013 17:55 #36
I need to learn how to magic numbers. Sidenote: this works perfectly fine if your cameraTurnSpeed is set exactly to 0.75

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Code:
function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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22 Aug 2013 22:24 #37
I had attempted to run the shell command (.sh), and upon execution, after dragging the path, it decided to mistake my home directory as the game, and renamed it to [USERNAME].app! It didn't crash the computer, but it had to remake every single plist and cache again, which managed to hang it for a few awful long periods of time. I can probably just move it back now, but that seems to be a major mistake there. If it can't find MacOS, it should abort. I'm not sure if it installed or not.

I just did a simple test, and $DEST resolves to /Users/[USERNAME].
BASH_VERSION='2.05b.0(1)-release'

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  • whirligig
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23 Aug 2013 01:22 #38
@HiGuy: you mean MouseSensitivity.
@Pro Marbler: where were you running the .sh script from? What was the working directory, and where was the .sh installed?

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  • Jeff
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23 Aug 2013 01:23 #39
@whirli he uses keyboard, so camera turn speed

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  • whirligig
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23 Aug 2013 01:36 #40
@Jeff Actually, the marbleYaw code glitching out is only dependent on mouse speed, not keyboard speed. The reason *others* are having the glitch has nothing to do with the keyboard.

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  • Three
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23 Aug 2013 03:21 #41
I had initially ran the script from doing Open with --> Other... and selecting Terminal from there when it happened, but later I ran it with just the launch code and the cd command, in both a new Terminal shell and as a executable .command file. Each got the same result every time (the user's HOME directory). It seems that dirname ${BASH_SOURCE[0]} returns itself (.), which defaults to the home directory. Replacing it with dirname $0 seems to fix it with no ill effects (Spaces don't mess things up.). Also, I like -p when copying, so that the dates don't mess up and such. I do not know why it did that, but after my changes and using the actual MBG (as opposed to the old MBPU), it worked just fine.

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  • whirligig
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23 Aug 2013 17:54 #42
Got it; fixed the .sh script accordingly.

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23 Aug 2013 21:25 #43
When I start up 0.4, it starts for like an eighth of a second and then closes. Sometimes I hear Shell.ogg during that time. I tried installing the files manually because the installer didn't like my MBG location (C:\Program Files (x86)\MarbleBlast). Can you help me?

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  • whirligig
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23 Aug 2013 23:59 #44
Threefolder and I solved the above issue via Skype. To get MBPU to run properly on a Windows ignition-based copy, you have to copy the ignition file in the .exe directory to marble/. The installer does this for you, but it wasn't working on his computer for an unknown reason.

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  • IsraeliRD
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24 Aug 2013 05:17 #45
... why do you need to have the ignition file in marble? that's the first time I hear of this. Also, did he right click run as admin during the installation?

"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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  • whirligig
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24 Aug 2013 05:44 #46
It's part of a stupid anti-hack script I set up--the ignition file has to be in marble/ as that's the only way for TorqueScript to read it and make sure it's the correct format (i.e. not a hacked-up, pirated version). Technically it's both unnecessary and ineffective, but it was fun to code.

And it may have been a run as admin issue; I honestly can't say. The only testing I could do on the Windows script was through WINE, and who knows how accurate that was?

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28 Aug 2013 22:23 #47
Is there any possibility of turning down some of the graphical effects, for some levels? It lags a bit for me, and I'm not overly concerned with how the game looks. An option toggle would be nice. Also, the level with the spinning blades and such lag my like crazy, especially when looking at the center, and more so when rolling on one.

The gravity one is amazing, I would really like to see larger ones like that, or maybe some sort of enclosed sphere, it looks really amazing. I wasted an absurd amount of time flying in orbit around it. For some reason the orbit slowly decays, moving out more and more until it comes out of rendering. It also caused some weird stuttering at times, and my marble size was changing as well. You should have people make levels using these ideas and these scripts!

Oh, and the MBCT was also horribly laggy, I got 11xx the first time, and I think 13xx after I murdered the graphical settings a bit. And too many tightropes, I think it could use some curves and variations.

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  • RandomityGuy
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16 Oct 2013 05:32 #48
Best MARBLE BLAST GOLD EVER

Github:
github.com/RandomityGuy
Feel free to support me at ko-fi.com/randomityguy

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16 Oct 2013 14:40 #49
Bump much, don't you think, Krishiv? Anyways you don't need to use excessive caps.

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27 Nov 2013 01:53 #50
Everyone, I have an important announcement to make.

MBPU 1.0 will be released on November 28, 2013.

If you're in America, this means it's a Thanksgiving release. If you're in Canada, sorry for the delay. If you're somewhere else, it's just Thursday.

View the trailer here:


As a second announcement, this will be the final version of MBPU in the near future. I have no plans to expand upon the mod and will only patch it if there's a giant, glaring bug (even then, I'll probably just modify the 1.0 download). However, 1.0 will include a small API to allow .mis mods to be more easily made--so if you have an insane idea, you'll be able to create it without tons of packages and script hacking. I might upload one or two of these myself to demonstrate.

If you're eager to get info early on the next version (e.g. ask if your favorite idea will be in it), I'm open to questions, so ask away!

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27 Nov 2013 02:34 #51
I'll bug you on Skype for screenshare and early release c:

I'll test for you lawl

I love the airplane. I vote for Whirligig for best TS programmer of the community. Sorry HiGuy

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27 Nov 2013 06:01 #52
Very impressive stuff, whirligig. You never cease to push the boundaries on this ancient Torque engine I look forward to the release!

~Aayrl

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27 Nov 2013 11:17 #53
ROTATING PLATFORMS!!!!!!

(hopefully this version will actually run for me...)

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27 Nov 2013 12:23 #54
Cool,better than MBP 1.50

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27 Nov 2013 17:41 #55
Wow man, amazing stuff. The plane and cannon are really impressive. Can't wait to try them out.

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27 Nov 2013 19:46 #56
Looking forward to trying this out, Whirligig!


Nov 27, 2013, 4:23am, krishiv768 wrote:Cool,better than MBP 1.50

ಠ_ಠ

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27 Nov 2013 20:34 #57
Epic job Whirligig! Amazing all around, and I just can't wait for those turrets and rotating platforms and so much more! Nice mod!

i have a flickr

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28 Nov 2013 01:56 #58
Nov 27, 2013, 4:23am, krishiv768 wrote:Cool,better than MBP 1.50

I'm sure whirligig would appreciate that comment

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  • HiGuy
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28 Nov 2013 02:07 #59
Looks very nice, I'm definitely looking forward to checking out your scripts (and maybe even playing it!)


Nov 26, 2013, 6:34pm, jeff wrote:I vote for Whirligig for best TS programmer of the community. Sorry HiGuy
...

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function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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28 Nov 2013 02:21 #60
Quote:...

Awe don't be sad :3

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