FIX--render issue when rotationYaw gets bounds checked @ < -180 or > 180 and rebounded
the model will glitch slightly, but remains uneffected logic-wise
----finally fixed...just removed bounding. apparently, it is supposed to be unbounded (and cos/sin work on very large numbers just fine--they are a wave function)
NEW--Hwacha, tons of neat 'little' features (wheels, missile rendering on model and rocket spawning position, rocket flight characteristics)
NEW--Added cannon basic implementation
ADJUSTED--Altered the way that battering rams interact on their firing sequence. Blocks now take two hits to destroy(any block..may change later), (block-break texture is currently not shown--working on a solution)
and entities take increasing damage the closer they are to the ram. (gates appear glitched at the moment though)
CODE--re-class gate into a derived class -- 09-12-12
NEW--added bridge extension blocks -- 09-13-12
CODE--add redstone interaction to bridge -- 09-14-12
CODE--add auto placing and removal of bridge blocks on open/close and block break -- 09-15-12
New additions:
Bridge blocks (extends a bridge when clicked/provided power, retracts bridge when clicked again/powered)
Hwacha:
Cannon:
More information is available in the OP.
Please let me know what you think, and if you run into any issues.
I just looked into it, and you are absolutely correct. My (disabled) rendering-debug keybinds are still grabbing the events it seems, before MC can even see them. I've disabled them and verified that it is fixed, and will upload a new version shortly.
Thanks for the report
BTW...yes, the Hwacha is pretty sweet. I spent a bit of time on the detail stuff for that one ----- and it was a pretty good model you made to begin with
Thanks for the update. Now to continue my castle that is tricked out with the bridges, gates, and vehicles! I made a drawbridge out of the gates and bridges with redstone. It ain't perfect, but it's probably as close to a drawbridge as I can get. I also have a couple more suggestions of siege machines:
The Scorpio. It is an ancient Roman mounted crossbow that had very long range and accuracy. It was pretty much the medieval sniper.
And the Mangonel. The Mangonel was a larger version of the trebuchet, only it was more meant for destroying buildings and walls. It required a team of people to fire, and was very difficult to fire accurately if your team was inexperienced. Although, if your team was very experienced, you could fire and hit the exact spot you intended to.
I just looked into it, and you are absolutely correct. My (disabled) rendering-debug keybinds are still grabbing the events it seems, before MC can even see them. I've disabled them and verified that it is fixed, and will upload a new version shortly.
Thanks for the report
BTW...yes, the Hwacha is pretty sweet. I spent a bit of time on the detail stuff for that one ----- and it was a pretty good model you made to begin with
FIX--only change is to remove keybinds that conflict with some vanilla keys but were un-configurable.
OP will be updated shortly
Nice..
One suggestion, can you make a cannon mobility?
I know certain history to move a cannons into enemy position quickly is to use mostly horses.
So, it can use both as attacking and defending..
Maybe add a way to make land mines blend into the block you place them on.. Or intend to place them on for pvp servers?
I have it planned for landmines to be either invisible when you are on a vehicle...or be able to place them underneath a block. Either way, I want to make some sort of land-mine detector to complement the mechanic. Another option might be a really high-alpha level, or transparency on the mines to make them blend in...but I'm still on the thinking stage for that bit.
Nice..
One suggestion, can you make a cannon mobility?
I know certain history to move a cannons into enemy position quickly is to use mostly horses.
So, it can use both as attacking and defending..
I realize that cannons can be mobile..but...the whole point of this one is its defensive turret-use. If you want a mobile version use the catapult, as they are number-wise equivalent currently. Have to keep some sort of diferentiation of features between vehicles. Thx for the suggestion though.
We can for sure use your lovely land mines in the battletech mod, I still remember the first time I landed in a mine field... In a puma.. It sucked..
I know there was a land mine in japan that essentially spat napalm splinters and general nastyness when you attempted to steal weapons out of a fake funeral marker.. Ill see if I can find it, because doing the same thing to a chest will be quite entertaining,
Oh and when adding wheels to the Trebuchet it should increase its range as well as the whole thing will move to allow the counterbalance to fall down in a line rather than an arc thus putting more power to the levers swing usually adding up to an increase in range upwards to 40/50% depending on the weight of the ammo and counterbalance , Im going to look for a good wiki of siege engines to help out ^^
Handheld anti-vehicle weapons.
Current Ideas: (trying to stay at least slightly within-period, and can date the following back to AD1200 or so)
--hand-cannon
--crossbow
--hand-launched anti-vehicle rockets
Basic Weapons won't be too hard to implement as soon as I get a good basis of what type of weapons I'm trying to create.
My end-goal is to find a way to actually render a model of the weapon onto the players hand if it is equipped, instead of using the default 3d'ized icons. They are cool and all, but hard to do a for a crossbow
Any other period'ish anti vehicle / infantry / general warfare weapons people would like to see implemented?
Let me know and I'll take them into consideration
Structure-building items. These build your structure one block at a time so that you don't have to. Think: building watchtowers along a border. Do you really want to construct even five identical towers? I personally disliked it. Now you just take the time to harvest the materials and build the item, and it will build the towers for you. (So far, this is mainly in the idea phase) (I plan for the constructing-item to cost an equivalent amount of bricks/materials as the building it is constructing + some sort of 'power' material for the cost of construction)
Handheld anti-vehicle weapons.
Current Ideas: (trying to stay at least slightly within-period, and can date the following back to AD1200 or so)
--hand-cannon
--crossbow
--hand-launched anti-vehicle rockets
Basic Weapons won't be too hard to implement as soon as I get a good basis of what type of weapons I'm trying to create.
My end-goal is to find a way to actually render a model of the weapon onto the players hand if it is equipped, instead of using the default 3d'ized icons. They are cool and all, but hard to do a for a crossbow
Any other period'ish anti vehicle / infantry / general warfare weapons people would like to see implemented?
Let me know and I'll take them into consideration
Structure-building items. These build your structure one block at a time so that you don't have to. Think: building watchtowers along a border. Do you really want to construct even five identical towers? I personally disliked it. Now you just take the time to harvest the materials and build the item, and it will build the towers for you. (So far, this is mainly in the idea phase) (I plan for the constructing-item to cost an equivalent amount of bricks/materials as the building it is constructing + some sort of 'power' material for the cost of construction)
What about using the NPC's themselves to construct the buildings? Kind of like reverse endermen.. And stealing an idea from buildcraft why not have a system of creating blueprints and markers, the blueprints to tell the npc's what to do and the markers for where it should be... Maybe even having a few new npcs altogether to hunt for resources IE A woodcutter for gathering and planting trees, a miner for ore collection, and a blacksmith for creating the items required from/for the other two classes ...
What about using the NPC's themselves to construct the buildings? Kind of like reverse endermen.. And stealing an idea from buildcraft why not have a system of creating blueprints and markers, the blueprints to tell the npc's what to do and the markers for where it should be... Maybe even having a few new npcs altogether to hunt for resources IE A woodcutter for gathering and planting trees, a miner for ore collection, and a blacksmith for creating the items required from/for the other two classes ...
Was it there are many "NPC mods" stuff that can help you to do something?? or there are far less interested or not implement yet?
OR want to suggest this mod specifically??
If you want to find the mod that to made NPC to work themselves but little help from them? Use millenaire mod..
this mod is great but need configurable item / block ids.
Configurable block IDs are on the TODO list, as is some sort of modules system (turn on/off certain aspects like explosive ammo, castle gen, NPCs, ??). Hence the alpha status. I realize that it is needed for compatiblity, but the current methods in Forge for auto-configuring on load up are....cumbersome, and I haven't figured out my own implementation yet. Doing a static load-from-file would be alot easier to implement, but I would really like to get the auto-config working.
What about using the NPC's themselves to construct the buildings? Kind of like reverse endermen.. And stealing an idea from buildcraft why not have a system of creating blueprints and markers, the blueprints to tell the npc's what to do and the markers for where it should be... Maybe even having a few new npcs altogether to hunt for resources IE A woodcutter for gathering and planting trees, a miner for ore collection, and a blacksmith for creating the items required from/for the other two classes ...
Yes:) Most of what you mentioned are features that I want to implement, especially having your NPCs construct things for you. Not sure on the resource gathering, but its still a ways out before I get to NPCs. The reason I'm designing the structure-generators the way I am is because it will make it much easier to make an NPC trigger the building later.
I was thinking about the blueprints, which is another thing I would really like to implement (given time). I might have to take a look over at the buildcraft code to see how they are doing things. I may even try and hook into buildcraft and have it be a plugin/module for blueprints....definitely still in the 'thinking' phase on that though.
And you know its also something you can easly copy pasta over to the battletech mod plugin provided the building blueprints are changed to towers mechbays and factories
So your kinda in a way making more progress than you realize due to just how modular your code can be if you just think about it..
How about NPCS that can also man the siege weapons and any castle creating blocks that you put in, and a mode that you can turn on and off for a siege to begin. To win a siege, you have to destroy ALL enemy siege weapons and wipe out the enemy force or make then surrender? And to lose a siege you would have to either surrender or have your siege engines destroyed and your walls or gates breached or fight to the death? is that able to be put into the mod?
Its just an idea that i think would be awesome to put in, and there are so many war mods out there but none like this, which is the reason i use this one and not any others :), this is one of the best mods ive seen i about 9 to 12 months, keep at it
How about NPCS that can also man the siege weapons and any castle creating blocks that you put in, and a mode that you can turn on and off for a siege to begin. To win a siege, you have to destroy ALL enemy siege weapons and wipe out the enemy force or make then surrender? And to lose a siege you would have to either surrender or have your siege engines destroyed and your walls or gates breached or fight to the death? is that able to be put into the mod?
Its just an idea that i think would be awesome to put in, and there are so many war mods out there but none like this, which is the reason i use this one and not any others , this is one of the best mods ive seen i about 9 to 12 months, keep at it
As for NPCs manning your siege engines--that is planned for the future, as is more of a single-player siege mode sort of like you describe. NPCs will probably come before the siege-mode (as they will be a necessary component of it), but neither will be coming in the immediate future. But yes, most of the mechanics that you speak of would be doable, and close-in-line to what I had in mind
Basic NPCs and interaction might be out in 2-3 weeks, have a couple other planned things to work on first and a bit of base-work to do for them before I could do any productive work.
And you know its also something you can easly copy pasta over to the battletech mod plugin provided the building blueprints are changed to towers mechbays and factories
So your kinda in a way making more progress than you realize due to just how modular your code can be if you just think about it..
If you need any more ideas just ask me ^^
I do love me some modular code, and I've been working hard at keeping my mod setup that way. Most _would_ be transferable right to another mod--given new textures/models/animating. Still have a fair bit of work to do though before I'll have time to start really worrying about contributing to another mod though.
On another note, I have started a Wiki for the mod, as there is just too much information to cram into my original post (and the OP is hard to keep updated)--and the info just keeps growing.
Oh, and the official name will be the Ancient Warfare mod (Thanks again ShadowS56!), unless someone has objections, better ideas, or prior-art/use issues with it.
If you would like to be a contributor, please let me know (Send me your wikispaces username) and I can add you to the contributors/members list.
So far it is a WIP (just started this-morning), but it should be up-to-date with all of the information from the OP within the next day or so.
Like the new name, good fit. Just checked out the Wiki, looks great.
One thing I thought of that would be neat: why not make an Ancient Warfare machine construction yard?
What I mean is something similar to the blast furnace or coke oven from Railcraft. Basically, people have to construct, say, a frame made mostly out of wooden planks and some iron blocks (5x5x5 structure) and if it's constructed properly, it will turn into a "construction yard." You can then right-click on this structure and it opens a much larger gui (9x9?) in which all the machine parts can be put in to make the constructs.
It would allow for even more creativity with the recipes (such as adding 2 or 4 wheels instead of just one) and it simply seems cool to have a construction yard for all the machines!
As for NPCs manning your siege engines--that is planned for the future, as is more of a single-player siege mode sort of like you describe. NPCs will probably come before the siege-mode (as they will be a necessary component of it), but neither will be coming in the immediate future. But yes, most of the mechanics that you speak of would be doable, and close-in-line to what I had in mind
Basic NPCs and interaction might be out in 2-3 weeks, have a couple other planned things to work on first and a bit of base-work to do for them before I could do any productive work.
I do love me some modular code, and I've been working hard at keeping my mod setup that way. Most _would_ be transferable right to another mod--given new textures/models/animating. Still have a fair bit of work to do though before I'll have time to start really worrying about contributing to another mod though.
On another note, I have started a Wiki for the mod, as there is just too much information to cram into my original post (and the OP is hard to keep updated)--and the info just keeps growing.
Oh, and the official name will be the Ancient Warfare mod (Thanks again ShadowS56!), unless someone has objections, better ideas, or prior-art/use issues with it.
If you would like to be a contributor, please let me know (Send me your wikispaces username) and I can add you to the contributors/members list.
So far it is a WIP (just started this-morning), but it should be up-to-date with all of the information from the OP within the next day or so.
I dont have a wikispace but Ill keep helping out if you want you can always link it back to my profile here, What all would you like me to do?
About three posts up, I replied to this exact question.
Short answer: Yes, I _will_ add that ability.
Long answer: not right freaking now. This is an ALPHA testing release. Changing IDs through config file is scheduled in an update approximately 3-4 weeks from now. I will likely NOT do it any sooner, unless I have pressing reason (such as glaring incompatibilities with other mods--which nobody has pointed out yet).
If you would like fixes sooner, please provide some relevant information. What ID's(blocks/items)? What conflicting mods? Yadda, etc..
Thanks,
Shadowmage
edit: Pressing reason found--So that people will quit asking for it. I will be adding this in shortly, and should release it with tomorrows update.
0.5.3.111-alpha is available for download and testing:
http://dl.dropbox.com/u/95935735/Cat_Mod_Releases/Catapult_Mod-0.5.3.111-alpha.zip
FIX--render issue when rotationYaw gets bounds checked @ < -180 or > 180 and rebounded
the model will glitch slightly, but remains uneffected logic-wise
----finally fixed...just removed bounding. apparently, it is supposed to be unbounded (and cos/sin work on very large numbers just fine--they are a wave function)
NEW--Hwacha, tons of neat 'little' features (wheels, missile rendering on model and rocket spawning position, rocket flight characteristics)
NEW--Added cannon basic implementation
ADJUSTED--Altered the way that battering rams interact on their firing sequence. Blocks now take two hits to destroy(any block..may change later), (block-break texture is currently not shown--working on a solution)
and entities take increasing damage the closer they are to the ram. (gates appear glitched at the moment though)
CODE--re-class gate into a derived class -- 09-12-12
NEW--added bridge extension blocks -- 09-13-12
CODE--add redstone interaction to bridge -- 09-14-12
CODE--add auto placing and removal of bridge blocks on open/close and block break -- 09-15-12
New additions:
Bridge blocks (extends a bridge when clicked/provided power, retracts bridge when clicked again/powered)
Hwacha:
Cannon:
More information is available in the OP.
Please let me know what you think, and if you run into any issues.
Thanks
I just looked into it, and you are absolutely correct. My (disabled) rendering-debug keybinds are still grabbing the events it seems, before MC can even see them. I've disabled them and verified that it is fixed, and will upload a new version shortly.
Thanks for the report
BTW...yes, the Hwacha is pretty sweet. I spent a bit of time on the detail stuff for that one ----- and it was a pretty good model you made to begin with
Edit--
patched DL is available
Catapult_Mod-0.5.3.112-alpha.zip
FIX--only change is to remove keybinds that conflict with some vanilla keys but were un-configurable.
OP will be updated shortly
The Scorpio. It is an ancient Roman mounted crossbow that had very long range and accuracy. It was pretty much the medieval sniper.
And the Mangonel. The Mangonel was a larger version of the trebuchet, only it was more meant for destroying buildings and walls. It required a team of people to fire, and was very difficult to fire accurately if your team was inexperienced. Although, if your team was very experienced, you could fire and hit the exact spot you intended to.
EDIT: I'll give you more information on Skype.
Nice..
One suggestion, can you make a cannon mobility?
I know certain history to move a cannons into enemy position quickly is to use mostly horses.
So, it can use both as attacking and defending..
I have it planned for landmines to be either invisible when you are on a vehicle...or be able to place them underneath a block. Either way, I want to make some sort of land-mine detector to complement the mechanic. Another option might be a really high-alpha level, or transparency on the mines to make them blend in...but I'm still on the thinking stage for that bit.
I realize that cannons can be mobile..but...the whole point of this one is its defensive turret-use. If you want a mobile version use the catapult, as they are number-wise equivalent currently. Have to keep some sort of diferentiation of features between vehicles. Thx for the suggestion though.
We can for sure use your lovely land mines in the battletech mod, I still remember the first time I landed in a mine field... In a puma.. It sucked..
I know there was a land mine in japan that essentially spat napalm splinters and general nastyness when you attempted to steal weapons out of a fake funeral marker.. Ill see if I can find it, because doing the same thing to a chest will be quite entertaining,
Oh and when adding wheels to the Trebuchet it should increase its range as well as the whole thing will move to allow the counterbalance to fall down in a line rather than an arc thus putting more power to the levers swing usually adding up to an increase in range upwards to 40/50% depending on the weight of the ammo and counterbalance , Im going to look for a good wiki of siege engines to help out ^^
http://en.wikipedia.org/wiki/Catapult Is apperently the best general info.. Links to all the types near the bottom
Handheld anti-vehicle weapons.
Current Ideas: (trying to stay at least slightly within-period, and can date the following back to AD1200 or so)
--hand-cannon
--crossbow
--hand-launched anti-vehicle rockets
Basic Weapons won't be too hard to implement as soon as I get a good basis of what type of weapons I'm trying to create.
My end-goal is to find a way to actually render a model of the weapon onto the players hand if it is equipped, instead of using the default 3d'ized icons. They are cool and all, but hard to do a for a crossbow
Any other period'ish anti vehicle / infantry / general warfare weapons people would like to see implemented?
Let me know and I'll take them into consideration
Structure-building items. These build your structure one block at a time so that you don't have to. Think: building watchtowers along a border. Do you really want to construct even five identical towers? I personally disliked it. Now you just take the time to harvest the materials and build the item, and it will build the towers for you. (So far, this is mainly in the idea phase) (I plan for the constructing-item to cost an equivalent amount of bricks/materials as the building it is constructing + some sort of 'power' material for the cost of construction)
Was it there are many "NPC mods" stuff that can help you to do something?? or there are far less interested or not implement yet?
OR want to suggest this mod specifically??
If you want to find the mod that to made NPC to work themselves but little help from them? Use millenaire mod..
Configurable block IDs are on the TODO list, as is some sort of modules system (turn on/off certain aspects like explosive ammo, castle gen, NPCs, ??). Hence the alpha status. I realize that it is needed for compatiblity, but the current methods in Forge for auto-configuring on load up are....cumbersome, and I haven't figured out my own implementation yet. Doing a static load-from-file would be alot easier to implement, but I would really like to get the auto-config working.
Yes:) Most of what you mentioned are features that I want to implement, especially having your NPCs construct things for you. Not sure on the resource gathering, but its still a ways out before I get to NPCs. The reason I'm designing the structure-generators the way I am is because it will make it much easier to make an NPC trigger the building later.
I was thinking about the blueprints, which is another thing I would really like to implement (given time). I might have to take a look over at the buildcraft code to see how they are doing things. I may even try and hook into buildcraft and have it be a plugin/module for blueprints....definitely still in the 'thinking' phase on that though.
Thanks for the ideas guys
So your kinda in a way making more progress than you realize due to just how modular your code can be if you just think about it..
If you need any more ideas just ask me ^^
Its just an idea that i think would be awesome to put in, and there are so many war mods out there but none like this, which is the reason i use this one and not any others :), this is one of the best mods ive seen i about 9 to 12 months, keep at it
As for NPCs manning your siege engines--that is planned for the future, as is more of a single-player siege mode sort of like you describe. NPCs will probably come before the siege-mode (as they will be a necessary component of it), but neither will be coming in the immediate future. But yes, most of the mechanics that you speak of would be doable, and close-in-line to what I had in mind
Basic NPCs and interaction might be out in 2-3 weeks, have a couple other planned things to work on first and a bit of base-work to do for them before I could do any productive work.
I do love me some modular code, and I've been working hard at keeping my mod setup that way. Most _would_ be transferable right to another mod--given new textures/models/animating. Still have a fair bit of work to do though before I'll have time to start really worrying about contributing to another mod though.
http://ancientwarfare.wikispaces.com/home
On another note, I have started a Wiki for the mod, as there is just too much information to cram into my original post (and the OP is hard to keep updated)--and the info just keeps growing.
Oh, and the official name will be the Ancient Warfare mod (Thanks again ShadowS56!), unless someone has objections, better ideas, or prior-art/use issues with it.
If you would like to be a contributor, please let me know (Send me your wikispaces username) and I can add you to the contributors/members list.
So far it is a WIP (just started this-morning), but it should be up-to-date with all of the information from the OP within the next day or so.
One thing I thought of that would be neat: why not make an Ancient Warfare machine construction yard?
What I mean is something similar to the blast furnace or coke oven from Railcraft. Basically, people have to construct, say, a frame made mostly out of wooden planks and some iron blocks (5x5x5 structure) and if it's constructed properly, it will turn into a "construction yard." You can then right-click on this structure and it opens a much larger gui (9x9?) in which all the machine parts can be put in to make the constructs.
It would allow for even more creativity with the recipes (such as adding 2 or 4 wheels instead of just one) and it simply seems cool to have a construction yard for all the machines!
I dont have a wikispace but Ill keep helping out if you want you can always link it back to my profile here, What all would you like me to do?
About three posts up, I replied to this exact question.
Short answer: Yes, I _will_ add that ability.
Long answer: not right freaking now. This is an ALPHA testing release. Changing IDs through config file is scheduled in an update approximately 3-4 weeks from now. I will likely NOT do it any sooner, unless I have pressing reason (such as glaring incompatibilities with other mods--which nobody has pointed out yet).
If you would like fixes sooner, please provide some relevant information. What ID's(blocks/items)? What conflicting mods? Yadda, etc..
Thanks,
Shadowmage
edit: Pressing reason found--So that people will quit asking for it. I will be adding this in shortly, and should release it with tomorrows update.