Im making a homemade AR-15 ive made 2 earlier but im trying to make it fire a bigger round it should be done soon im gonna make a custom weapon (homemade) next :I
homemade? I'm lost here - IRL? Isn't that like highly illegal without mountains of paperwork? Your profile says you're 12 so I assume you don't mean that lol
I think the shotguns recoil is actually REALLLY horrible in the mod in real life it pushes your shoulder back goes up about an inch but swings your arms up a bit so just about half your recoil on it then take off a 5th of that and it should be fine...
Yeah I've shot a few guns irl including a full auto MAC-10 and a .50BMG. Some of the sounds in t1a like reloading I've recorded myself.
For the shotgun, I was thinking for game balance. Though now that you mention it, I'll nerf it substantially because all it really does is make people move their mouse a lot.
The recoil on the SMG ingame is pretty realistic, its quite substantial since they are so light/small.
The bolt rifle is exaggerated because I'm using it to balance not having passive crosshair drift. I'll nerf it once I add that and scopes.
I'm really doing a lot in this update, gun crafting will probably be included, along with a few other features that I'm just now thinking of on the fly. I just started fall classes so I have no idea how long it will be.
But I am extremely hoping to get beta out before november because that will be a year since I've had the idea for t1a.
All Id like to see in the mod is working mechs and substantial bullets being fired from them lol anyhow ive shot an MP5, a hunting rifle, an AR 15, held an ak47, shot a few shotguns, my grandfathers 10gague is a pain in the shoulder tho.... ive also shot a minigun\
(the old pistol) not the gatling gun which is what it actually is ......
Ideas:
~Naval units (Subs to own them also, attack subset to own that, and ship defenses to killlight attack subs.)
~Battleships (Hey, if someone has a base in the ocean, you need something like this.)
~Carriers (Expensive mobile bases, downside is they are sub food
~Submarines
~Command console hooked up to everything. satalites, mech comms, drone commands?
~Drones (harder to make and use, less versatile than humans, just worse overall. Drones aren't very compact and room needs to be made.)
~Radar that can detect humans when they shoot guns/do certain things with energy signature. Maybe a good old radar that works like a normal one but can be jammed easily.
~Huge base mounted cannons. (If you can launch it into space on a satalite, you should be able to put it on your base fairly easy.)
~A mobile floating base for a superweapon.
~Ways to shoot down drop pods, along with ways to drop em. (Missile, gunship, satalite + teleporter)
~A research system? Modern to far future tech? Upgrades? Maybe all the extras, like huge mega cannons and making your base fly and satalite drop pod stuff, and the control console.
~Laser turrets
~Most epic idea ever. For super OP tech, you should have to make a long-range satalite beacon, and a ship will crash somewhere. Just look for the giant crater and- oh, wait- the giant alien wreckage. I mean, do you really think HUMANS could make that tech so fast? We are the race that Justin Beiber belongs to. (Or rather, is one,but belongs nowhere.)
EDIT: Probably a low chance that repeats every day, with a chance any number of things could happen to your expensive little satalite. BTW satalite has to be powerful enough to transmit galaxy's away from itself, so it will be amongst the most crazily expensive. Thought a carrier was expensive? This thing makes carriers look like coal.
EDIT 2: The ideas I have are almost all for the distant future of this mod.
~Force shield pylons that make a forcefield (MFFS Compatibility, works as projecter?)
~A way to have territory without factions (compatible though) using a nation flag (Just a fun idea. A machine you fill in pixels with, make a pattern, then make an adjustible flagpoles (telescoping, right click to extent up, shift right click to retract.)
~Buildable structures, ex. FF pylons= Tesla coil on top of mfsu on top of concrete platform which could be a 3×3 structure. More to come when I figure out how to show it all.
I ALSO WANT THAT TOO! Naval units are gonna make this mod one of the best ones I've ever seen. This is just an amazing mod. I'm completely stunned by how much potential this mod has, and I might do a mod showcase about this mod, since it's just so frikken amazing.
Also, include IC2 download link in the post? I've spend half an hour looking for IC2 for 1.6.2, since all I can find is outdated 1.4.7 Versions of IC2.
The gun looks so great !!! But I think they need to be more accurate, especially the smg to make it feel like an assault rifle automatic.
Anyway, I wish you good luck on this
Tanks don't make sense because MC is a hilly/rugged environment, which is what mechs are designed for. Tanks are for flat terrain and roads. If most terrain was uniform and flat then I would reconsider.
Voxlap engine? not heard of it. Unless you could find a util to convert its stuff to .obj. I wouldn't bother using it, esp considering inability to rotate. Blender is quite nice.
Crafting QuestionFor guns, I'm going to have a barrel, action, and stock required for each gun. I see 3 options.
-Make a large 16x8 crafting grid, for crafting you place all 3 of those parts, then surround with raw materials corresponding to the recipe.
-Make a unique barrel stock and action for each gun. (however each of these parts can have special effects, so this would make parts mostly untransferrable between gun types, however I would make some parts common, like the AR and BAR use the same barrel, and AR and SMG would use same stock. This would be the 'best' solution it seems, but could make crafting confusing.
-Make each gun recipe the same except for a single item which dictates what type of gun it is. This would be easy and would make crafting easier, but is horrendously unrealistic.
For crafting orbital missiles and vehicles I've decided to go with 3d crafting using blocks in the world.
Ok, for the crafting system, how about this. There are a bunch of gun parts. Barrels, Stocks, Triggers, Sights (Please do them that would be actually really cool. I know you said you wouldn't but I could help out with them!), Optics (Scopes and etc.), Firing systems [Gas-Piston (As in an Kalashnikov IRL), and etc.], Ammunition type/caliber (Ballistic, Incendiary, ?Potion Effect?, etc.)/(7.62x51mm NATO, .50 BMG, .357 Magnum, etc.), and all that kind of stuff. Obviously this isn't a complete list, just concept. It doesn't matter what goes with what. Every possible combination of these modules will form some type of gun, of which the creator can create the name of. Each of these modules will have a different model, which I could make... (About that, there is a program out there called, "Qubicle Constructor" that can turn .VOX and .KV6, what I use, into .obj. The thing is, it's $40, and I don't have money. I'm throwing that out there.) And each of these modules could change the guns' stats, good or bad. Whatdya' say about that?
Ok, for the crafting system, how about this....
Model stuff
That is similar to the system I'm working on, two parts of each of 4 types, with a 'master crafted' variant. I'll discuss it in the video once its done.
I really need someone to redo the sprites for the actions, theyre quite ugly as is.
For the models I'll look into it. Although I do have disposable income, I'll first see if I could first get donations. I might be able to make a converter myself if the .vox format is simple, but I have enough stuff to do atm, especially now that the semester is started.
the smg to make it feel like an assault rifle automatic.
A submachine gun uses pistol rounds. It is not an assault rifle at all. Though the way im going to do redo ammo wont be realistic and will go against that statement lol, but it still will function like a true SMG.
I ALSO WANT THAT TOO! Naval units are gonna make this mod one of the best ones I've ever seen.
Also, include IC2 download link in the post? I've spend half an hour looking for IC2 for 1.6.2, since all I can find is outdated 1.4.7 Versions of IC2.
T1A currently does not interface with any other mods. I will be adding IC2 after mechs are done.
Naval units will be small frigate-destroyer size. For larger ships I'm waiting on seeing if I don't want to use a block-ship mod. Theres a 70% chance t1a merges with futurecraft if FC turns out well.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
Things have been slow and might stay that way for awhile. I'm quite stressed from the start of the semester. I still try to fix/finish one thing per day though.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
Because you no longer go on IRC, this is the only way I can contact you via broken kindle fire. I have a lot of stuff to say... Mostly about realism and ideas for better systems than the current ones. Thanks for adding me as a balanced/tweaker, because at the time I really need to talk to you about some of the features. BTW nice to see that someone saw that post.
I've gotten nothing done this week because I started playing StarMade, but I've decided to hard stop since its still early alpha.
This next update will be big. It includes basic vehicle functionality with default guns. Vehicle movement is done; it has been for awhile. I'm working on guns now however. Guns will be craftable and hopefully decently balanced for SMP.
Question, how should I go about gun subpart (barrel, bolt, action, stock) manufacturing?
I was thinking I would make guns considerably expensive, around 40-80 iron or so, but I recently got the idea to do make machining equipment that's expensive instead, and the guns will be reasonably priced. The centralized manufacturing/tech would encourage teamwork etc.
I quite like that bit, but how should I go about the machines? I'm thinking make a GUI to where you actually lathe/mill the parts by chipping away pixels, which would be really cool. I would extend the system for mech parts and equipment as well.
But the trouble is it would get repetitive, so I'm thinking make it more of a minigame whose score affects the quality of the finished part.
But I have no idea how to make a machining minigame lol. Basing it on mouse precision would just get botted to hell. So what do?
I need ideas for a machining minigame. This is very important because if I do this then it will be a core gameplay element. I would make machines machineable with the game as well, and high quality machines would make high quality parts, making for an entire tech tree.
dude do not kill this mod it is awsome also fix texture and crashing its happening a lot everytime i shoot someone so fix it cause this mod is cool you did a great job man good luck
Note that the current release is buggy. I'll probably fling out my indev version once I get rid of the crashes, even if theres unfinished stuff, it will be better than the current one. I said I would do that awhile back and never did.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
homemade? I'm lost here - IRL? Isn't that like highly illegal without mountains of paperwork? Your profile says you're 12 so I assume you don't mean that lol
Yeah I've shot a few guns irl including a full auto MAC-10 and a .50BMG. Some of the sounds in t1a like reloading I've recorded myself.
For the shotgun, I was thinking for game balance. Though now that you mention it, I'll nerf it substantially because all it really does is make people move their mouse a lot.
The recoil on the SMG ingame is pretty realistic, its quite substantial since they are so light/small.
The bolt rifle is exaggerated because I'm using it to balance not having passive crosshair drift. I'll nerf it once I add that and scopes.
I'm really doing a lot in this update, gun crafting will probably be included, along with a few other features that I'm just now thinking of on the fly. I just started fall classes so I have no idea how long it will be.
But I am extremely hoping to get beta out before november because that will be a year since I've had the idea for t1a.
(the old pistol) not the gatling gun which is what it actually is ......
I ALSO WANT THAT TOO! Naval units are gonna make this mod one of the best ones I've ever seen. This is just an amazing mod. I'm completely stunned by how much potential this mod has, and I might do a mod showcase about this mod, since it's just so frikken amazing.
Also, include IC2 download link in the post? I've spend half an hour looking for IC2 for 1.6.2, since all I can find is outdated 1.4.7 Versions of IC2.
Anyway, I wish you good luck on this
Ok, for the crafting system, how about this. There are a bunch of gun parts. Barrels, Stocks, Triggers, Sights (Please do them that would be actually really cool. I know you said you wouldn't but I could help out with them!), Optics (Scopes and etc.), Firing systems [Gas-Piston (As in an Kalashnikov IRL), and etc.], Ammunition type/caliber (Ballistic, Incendiary, ?Potion Effect?, etc.)/(7.62x51mm NATO, .50 BMG, .357 Magnum, etc.), and all that kind of stuff. Obviously this isn't a complete list, just concept. It doesn't matter what goes with what. Every possible combination of these modules will form some type of gun, of which the creator can create the name of. Each of these modules will have a different model, which I could make... (About that, there is a program out there called, "Qubicle Constructor" that can turn .VOX and .KV6, what I use, into .obj. The thing is, it's $40, and I don't have money. I'm throwing that out there.) And each of these modules could change the guns' stats, good or bad. Whatdya' say about that?
'Tavi be beautiful...
That is similar to the system I'm working on, two parts of each of 4 types, with a 'master crafted' variant. I'll discuss it in the video once its done.
I really need someone to redo the sprites for the actions, theyre quite ugly as is.
For the models I'll look into it. Although I do have disposable income, I'll first see if I could first get donations. I might be able to make a converter myself if the .vox format is simple, but I have enough stuff to do atm, especially now that the semester is started.
A submachine gun uses pistol rounds. It is not an assault rifle at all. Though the way im going to do redo ammo wont be realistic and will go against that statement lol, but it still will function like a true SMG.
T1A currently does not interface with any other mods. I will be adding IC2 after mechs are done.
Naval units will be small frigate-destroyer size. For larger ships I'm waiting on seeing if I don't want to use a block-ship mod. Theres a 70% chance t1a merges with futurecraft if FC turns out well.
en.wikipedia.org/wiki/Ken_Silverman
Just saying.
'Tavi be beautiful...
Updated images in OP
Things have been slow and might stay that way for awhile. I'm quite stressed from the start of the semester. I still try to fix/finish one thing per day though.
This next update will be big. It includes basic vehicle functionality with default guns. Vehicle movement is done; it has been for awhile. I'm working on guns now however. Guns will be craftable and hopefully decently balanced for SMP.
Question, how should I go about gun subpart (barrel, bolt, action, stock) manufacturing?
I was thinking I would make guns considerably expensive, around 40-80 iron or so, but I recently got the idea to do make machining equipment that's expensive instead, and the guns will be reasonably priced. The centralized manufacturing/tech would encourage teamwork etc.
I quite like that bit, but how should I go about the machines? I'm thinking make a GUI to where you actually lathe/mill the parts by chipping away pixels, which would be really cool. I would extend the system for mech parts and equipment as well.
But the trouble is it would get repetitive, so I'm thinking make it more of a minigame whose score affects the quality of the finished part.
But I have no idea how to make a machining minigame lol. Basing it on mouse precision would just get botted to hell. So what do?
I need ideas for a machining minigame. This is very important because if I do this then it will be a core gameplay element. I would make machines machineable with the game as well, and high quality machines would make high quality parts, making for an entire tech tree.
AcademyCraft, RPG Races Mod, Mythicraft, Ben 10 Mod, Minecraft: Omnihero