Hmm this looks a bit like a copy of my mod ICBM... How is it different?
Um how is it the same? The only thing it has in common is missiles?
Read the OP, its far more different than similar.
And I honestly didn't know about the ICBM mod until I was about a month into developing this.
___________________________________________
These last 3-4 weeks T1A has been neglected horribly by myself. This wednesday I have all my projects due and 2/3 of my finals. After this I have the entire summer free. I believe I will be able to get this to late beta before I have to start fall classes.
Um how is it the same? The only thing it has in common is missiles?
Read the OP, its far more different than similar.
And I honestly didn't know about the ICBM mod until I was about a month into developing this.
___________________________________________
These last 3-4 weeks T1A has been neglected horribly by myself. This wednesday I have all my projects due and 2/3 of my finals. After this I have the entire summer free. I believe I will be able to get this to late beta before I have to start fall classes.
Well, I'm cool with it as long as you try to not get too similar with what I've already made. I heard you're focusing on vehicles and that's cool. My mod is mainly about missiles and explosives, turrets and strategic warfare. Seems kind of similar to yours...
My life is seems kind of similar to your, I going kill you for that reason? Don't be mad.
Calm down Calclavia you can't monopolize the mods "market"
Long time no talk! Not trying to monopolize, just wanting to know where this mod is heading and hopefully we can be as different from each other as possible to lessen competition.
Satellites and all will be actual Entities in the space dimension. When you go into space itll be like the nether where you travel faster in the overworld, except much faster and you also have to worry about orbital mechanics. Drop pods will have to travel through space somehow, perhaps on a rocket or dropped from a teleported-to station like you suggested. Sadly I'm pretty sure I won't have the time to version 2 unless I get more people on the team however.
I know how to do a few things. I also have a few good ideas on what to do for the models. Can I join the team? I may be a bit rusty, and maybe (aka definitely) I wasn't so good in the first place, but I have used a computer since I was 2 and know how to translate idea into function with code. If so then I think I can work out how to get a fe things working well.
Oh, by the way, I would like to make a modpack with this mod. The primary mods would be: IndustrialCraft 2 (With your addon of course), BuildCraft 3, RedPower 2 (If I can contact Eloraam to ask permission), CodeChickenCore (Plus chickenchunks and NEI), and Computercraft with addons for most of em. I am sure I forgot something, but that's some of the main mods. If you decide to let me make it feel free to give your opinion on which mods should be added/removed.
One more thing: What I meant about the command console was that you would have a stationary computer (passworded of course) that the commpack would be linked to. Then there could be a way to sabatoge.
No fuse tnt for traps is a good idea, ill add it to my other mod (which ive not announced yet).
Enough people want drones that it seems I have to add them now
If I make drones RC then It wouldn't be much harder to make turrets RC. But the turret targeting as it is is currently as good if not better than a player manually aiming. Fortunately I've been getting good with GL so Ill probably make it so you have the same view as the drone; I believe theres another mod thats already done this.
And I may not do this depending on how difficult it is. The prototype drones will just seek out the nearest enemy.
New idea from myself: Repulsors and Deflectors.
Thanks for the feedback. I'm looking foward for the mod when it's finished. Will it be ran off of Forge?
just wanting to know where this mod is heading and hopefully we can be as different from each other as possible to lessen competition.
There was another mod that focused on mechs that came out some time after I announced T1A and it was suspiciously similar, so I know that feel. What aggravated me with that is that the guy leading it didn't even know how to program; afaik it died though, probably for that reason.
The biggest uniqueness of T1A is the equipment system (which I've rewrote like 4 times and I'm still not satisfied with it... eventhough it 'works'...) and that is enough to make it stand out from any other mod. If I ever get version 2 done then the space dimension will be a very unique mechanic as well.
Also I don't know of any other gun mod that has recoil, nor any other gun mod with 3d gun models, visible bullets, ballistic behavior, firing animations, and a proper magazine system all together.
There was another mod that focused on mechs that came out some time after I announced T1A and it was suspiciously similar, so I know that feel. What aggravated me with that is that the guy leading it didn't even know how to program; afaik it died though, probably for that reason.
The biggest uniqueness of T1A is the equipment system (which I've rewrote like 4 times and I'm still not satisfied with it... eventhough it 'works'...) and that is enough to make it stand out from any other mod. If I ever get version 2 done then the space dimension will be a very unique mechanic as well.
Also I don't know of any other gun mod that has recoil, nor any other gun mod with 3d gun models, visible bullets, ballistic behavior, firing animations, and a proper magazine system all together.
...guessing you mean the author of Domini ex Machina. Or me, but don't really see how my mod would be similar (all it is going to add is mechs)
There was another mod that focused on mechs that came out some time after I announced T1A and it was suspiciously similar, so I know that feel. What aggravated me with that is that the guy leading it didn't even know how to program; afaik it died though, probably for that reason.
The biggest uniqueness of T1A is the equipment system (which I've rewrote like 4 times and I'm still not satisfied with it... eventhough it 'works'...) and that is enough to make it stand out from any other mod. If I ever get version 2 done then the space dimension will be a very unique mechanic as well.
Also I don't know of any other gun mod that has recoil, nor any other gun mod with 3d gun models, visible bullets, ballistic behavior, firing animations, and a proper magazine system all together.
Realistic Bullet Behavior Idea
-Idea
I have an idea for a bullet movement system based on speed. Currently the bullets aren't realistic as you can see them go past quite clearly. This is the reason most gun mods make their bullets invisible. If the bullets are sped up to the point of being realistic then it would be epic. You make the bullets be affected by gravity (They just go very fast and are lightweight compared to most entities), pierce blocks, ricochet off stone and meta and stick into block like dirt and sand, all depending on bullet caliber, power of the gun, distance traveled, ricochets, and pierces.
-Coding Concept
"Speed" would be a variable that affects the actual travel speed of the bullet.
Each block would have a "bullet resistance" variable, and some would break when hit by a bullet at sufficient speed.
Pretty much, you just make it so each event where the bullet comes into contact with a block requires a certain level of speed and subtracts a percentage of speed, which is multiplied by the hit block's assigned bullet resistance.
The system works like this: A "pierce" requires at least "x" speed, and each partial pierce aka stick needs under "x" but over "y" speed, a ricochet needs "y" speed or lower, air resistance would take a percentage speed per millisecond (or, if air blocks count as real blocks when hit by a bullet, and the air blocks could have a VERY low bullet resistance), therfore simulating drop speed increasing over distance, where really its just not making as much distance per millisecond and dropping the same as always.)
dude, you've just made the mod I've always wanted . tactical warfare. I really hope this turns out to be a freakin awesome mod.
Keep up the good work .
You make the bullets be affected by gravity
They are? even in the current DL which is really outdated.
pierce blocks, ricochet off stone and meta and stick into block like dirt and sand
Yeah ill make it so low blast resist blocks absorb bullets while high resist blocks ricochet.
Bullets are currently slowed 30% per ricochet, i might increase the slow.
I just made it so slower bullets do less damage.
"Speed" would be a variable that affects the actual travel speed of the bullet.
Again, I already have this? Rifle bullets obviously travel faster than others
"bullet resistance" variable, and some would break when hit by a bullet at sufficient speed.
Im just using blast resist as that makes enough sense; ill make so select blocks like glass break. I might also make a system where high caliber guns will break weak blocks if you do so many hits in an amount of time
air resistance would take a percentage speed per millisecod
In MC a tick is the minimum unit of time which is 50ms, alpha 0.10 already has bullet drag but its not very noticeable.
Currently there is a global wind variable that affects fallout falling, but I dont think I'll apply wind to bullets as that overcomplicates things.
Yea; though with your mod I don't understand why you don't merge with MMPS
You make the bullets be affected by gravity
They are? even in the current DL which is really outdated.
pierce blocks, ricochet off stone and meta and stick into block like dirt and sand
Yeah ill make it so low blast resist blocks absorb bullets while high resist blocks ricochet.
Bullets are currently slowed 30% per ricochet, i might increase the slow.
I just made it so slower bullets do less damage.
"Speed" would be a variable that affects the actual travel speed of the bullet.
Again, I already have this? Rifle bullets obviously travel faster than others
"bullet resistance" variable, and some would break when hit by a bullet at sufficient speed.
Im just using blast resist as that makes enough sense; ill make so select blocks like glass break. I might also make a system where high caliber guns will break weak blocks if you do so many hits in an amount of time
air resistance would take a percentage speed per millisecod
In MC a tick is the minimum unit of time which is 50ms, alpha 0.10 already has bullet drag but its not very noticeable.
Currently there is a global wind variable that affects fallout falling, but I dont think I'll apply wind to bullets as that overcomplicates things.
Yeah, wind would just make it too realistic, sorta like having to clean infections and remove splinters in minecraft. Did you get the concept of the bullet thing? I didn't see you mention the piercing. What I was trying to say, was that sniper bullets going very slow wont pierce a wall while smg bullets at point blank might. So it would be a universal system for all projectile weapons.
Could you add a giant white flash to the nuke on explosion? It would affect anyone in the radius of the explosion.
Rollback Post to RevisionRollBack
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
I have three more ideas for you!
1: RKV (Relavatistic Kill Vehicle) A high-end missile outfitted with a FTL drive, capable of instantaneously destroying a target.
2: Blast Drive Send a concentrated sonic pulse at the enemy, shattering their eardrums and smashing sensitive equipment.
3: Seismic Blast Drive: an upgraded Blast Drive. With careful aiming, can cause an earthquake at wherever you point it!
Could you add a giant white flash to the nuke on explosion? It would affect anyone in the radius of the explosion.
Thutmose has made nukes really fancy. There is currently a spherical fireball and after it a mushroom cloud which is visibly affected by wind and falls to the ground leaving fallout, which is radioactive but decays over time. You can collect fallout for a quick way to make concrete, so if your outpost gets nuked it wont be that hard to rebuild.
I wrote a custom renderer so the smoke is grey cubes which are alpha blended, they look really good.
At the moment nukes are fancy enough it would be justifiable to release them in a standalone mod. Thutmose's explosion code is without a doubt the best of any MC mod.
1: RKV (Relavatistic Kill Vehicle) A high-end missile outfitted with a FTL drive, capable of instantaneously destroying a target.
2: Blast Drive Send a concentrated sonic pulse at the enemy, shattering their eardrums and smashing sensitive equipment.
3: Seismic Blast Drive: an upgraded Blast Drive. With careful aiming, can cause an earthquake at wherever you point it!
I've thought about Rods From God, that goes along with it. It depends on how I would be able to fit it in so its not OP.
NOISE MARINES SING TO SLAANESH!!! I dunno, seems a bit too unpredictable for stable gameplay.
I dunno how I would earthquakes.
Heres a screenie of the smoke particles
although the lighting is wrong and i need to make them emissive still.
Edit:
Minecraft has GL in a really weird state so its being an asspain getting emission to work. Playing with GL is fun though
Finally got emissive light working. MC does darkness by instead of adjusting the lighting it puts a transparent mask over what it's rendering, which seems really weird to me. So when you see a dark entity it isn't actually dark, its like looking at it with sunglasses on.
Up to Thutmose to finish explosions now.
Pylon structures to accelerate shield recharge and give shields to un-shielded objects
I just figured out how todo this, relatively simple actually; working on it now.
My hopes are that lategame will play somewhat like a mix of Supreme Commander and Planetside.
After playing supcom FA yesterday I've decided I can't not make nuclear submarines.
I'll have to eventually collab with the creator of the boats mod or maybe the zeppelin mod for submarines and other large vehicles, otherwise it wouldn't be in the spirit of MC.
Though I'll still work twice a week, today is my last day of classes and now I'm free for the summer.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
So what about rail guns and here is the math
Mathematical formula
and if you need more ideas please ask because i have tons and i mean tons i do a bit of sci fi writing for my self nothing i want to publish or anything like that im ok on techne mostly skeletal designs for mechs not too good on textures and also ( i know most people might put me down because of this but ) I'm aurtistic ( i have no clue how to spell it correct me if im wrong ) and it helps alot with this stuf including but no limited to sci fi stuff.
Lol you copied that from Wiki.
You sure you write? You didn't punctuate that like.... at all :/
"aurtistic" right click a red underlined word for suggestions... why does nobody know how to do that... - LOL autistic.
You sure you write? You didn't punctuate that like.... at all :/
"aurtistic" right click a red underlined word for suggestions... why does nobody know how to do that... - LOL autistic.
Writing doesn't mean good grammar.
Rollback Post to RevisionRollBack
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
Um how is it the same? The only thing it has in common is missiles?
Read the OP, its far more different than similar.
And I honestly didn't know about the ICBM mod until I was about a month into developing this.
___________________________________________
These last 3-4 weeks T1A has been neglected horribly by myself. This wednesday I have all my projects due and 2/3 of my finals. After this I have the entire summer free. I believe I will be able to get this to late beta before I have to start fall classes.
I know how to do a few things. I also have a few good ideas on what to do for the models. Can I join the team? I may be a bit rusty, and maybe (aka definitely) I wasn't so good in the first place, but I have used a computer since I was 2 and know how to translate idea into function with code. If so then I think I can work out how to get a fe things working well.
Oh, by the way, I would like to make a modpack with this mod. The primary mods would be: IndustrialCraft 2 (With your addon of course), BuildCraft 3, RedPower 2 (If I can contact Eloraam to ask permission), CodeChickenCore (Plus chickenchunks and NEI), and Computercraft with addons for most of em. I am sure I forgot something, but that's some of the main mods. If you decide to let me make it feel free to give your opinion on which mods should be added/removed.
One more thing: What I meant about the command console was that you would have a stationary computer (passworded of course) that the commpack would be linked to. Then there could be a way to sabatoge.
There was another mod that focused on mechs that came out some time after I announced T1A and it was suspiciously similar, so I know that feel. What aggravated me with that is that the guy leading it didn't even know how to program; afaik it died though, probably for that reason.
The biggest uniqueness of T1A is the equipment system (which I've rewrote like 4 times and I'm still not satisfied with it... eventhough it 'works'...) and that is enough to make it stand out from any other mod. If I ever get version 2 done then the space dimension will be a very unique mechanic as well.
Also I don't know of any other gun mod that has recoil, nor any other gun mod with 3d gun models, visible bullets, ballistic behavior, firing animations, and a proper magazine system all together.
...guessing you mean the author of Domini ex Machina. Or me, but don't really see how my mod would be similar (all it is going to add is mechs)
My $200* rig - http://pcpartpicker.com/b/IsU
Realistic Bullet Behavior Idea
-Idea
I have an idea for a bullet movement system based on speed. Currently the bullets aren't realistic as you can see them go past quite clearly. This is the reason most gun mods make their bullets invisible. If the bullets are sped up to the point of being realistic then it would be epic. You make the bullets be affected by gravity (They just go very fast and are lightweight compared to most entities), pierce blocks, ricochet off stone and meta and stick into block like dirt and sand, all depending on bullet caliber, power of the gun, distance traveled, ricochets, and pierces.
-Coding Concept
"Speed" would be a variable that affects the actual travel speed of the bullet.
Each block would have a "bullet resistance" variable, and some would break when hit by a bullet at sufficient speed.
Pretty much, you just make it so each event where the bullet comes into contact with a block requires a certain level of speed and subtracts a percentage of speed, which is multiplied by the hit block's assigned bullet resistance.
The system works like this: A "pierce" requires at least "x" speed, and each partial pierce aka stick needs under "x" but over "y" speed, a ricochet needs "y" speed or lower, air resistance would take a percentage speed per millisecond (or, if air blocks count as real blocks when hit by a bullet, and the air blocks could have a VERY low bullet resistance), therfore simulating drop speed increasing over distance, where really its just not making as much distance per millisecond and dropping the same as always.)
Keep up the good work .
Yea; though with your mod I don't understand why you don't merge with MMPS
You make the bullets be affected by gravity
They are? even in the current DL which is really outdated.
pierce blocks, ricochet off stone and meta and stick into block like dirt and sand
Yeah ill make it so low blast resist blocks absorb bullets while high resist blocks ricochet.
Bullets are currently slowed 30% per ricochet, i might increase the slow.
I just made it so slower bullets do less damage.
"Speed" would be a variable that affects the actual travel speed of the bullet.
Again, I already have this? Rifle bullets obviously travel faster than others
"bullet resistance" variable, and some would break when hit by a bullet at sufficient speed.
Im just using blast resist as that makes enough sense; ill make so select blocks like glass break. I might also make a system where high caliber guns will break weak blocks if you do so many hits in an amount of time
air resistance would take a percentage speed per millisecod
In MC a tick is the minimum unit of time which is 50ms, alpha 0.10 already has bullet drag but its not very noticeable.
Currently there is a global wind variable that affects fallout falling, but I dont think I'll apply wind to bullets as that overcomplicates things.
Yeah, wind would just make it too realistic, sorta like having to clean infections and remove splinters in minecraft. Did you get the concept of the bullet thing? I didn't see you mention the piercing. What I was trying to say, was that sniper bullets going very slow wont pierce a wall while smg bullets at point blank might. So it would be a universal system for all projectile weapons.
Well, now I dropped the powersuit idea and am focusing more on the mech aspect, so it doesn't really make sense now.
BTW - nice to see some progress on the mod. Good luck.
My $200* rig - http://pcpartpicker.com/b/IsU
Your Doing a great job.
Also if you want to add something, add it.
I'm a mod developper 2 and i add anything that related to the mod
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
1: RKV (Relavatistic Kill Vehicle) A high-end missile outfitted with a FTL drive, capable of instantaneously destroying a target.
2: Blast Drive Send a concentrated sonic pulse at the enemy, shattering their eardrums and smashing sensitive equipment.
3: Seismic Blast Drive: an upgraded Blast Drive. With careful aiming, can cause an earthquake at wherever you point it!
At the moment no because there is no integration with IC2 yet, in the future yes because its crafting will be based off of IC2 parts.
Thutmose has made nukes really fancy. There is currently a spherical fireball and after it a mushroom cloud which is visibly affected by wind and falls to the ground leaving fallout, which is radioactive but decays over time. You can collect fallout for a quick way to make concrete, so if your outpost gets nuked it wont be that hard to rebuild.
I wrote a custom renderer so the smoke is grey cubes which are alpha blended, they look really good.
At the moment nukes are fancy enough it would be justifiable to release them in a standalone mod. Thutmose's explosion code is without a doubt the best of any MC mod.
I've thought about Rods From God, that goes along with it. It depends on how I would be able to fit it in so its not OP.
NOISE MARINES SING TO SLAANESH!!! I dunno, seems a bit too unpredictable for stable gameplay.
I dunno how I would earthquakes.
Heres a screenie of the smoke particles
although the lighting is wrong and i need to make them emissive still.
Edit:
Minecraft has GL in a really weird state so its being an asspain getting emission to work. Playing with GL is fun though
Up to Thutmose to finish explosions now.
I just figured out how todo this, relatively simple actually; working on it now.
My hopes are that lategame will play somewhat like a mix of Supreme Commander and Planetside.
After playing supcom FA yesterday I've decided I can't not make nuclear submarines.
I'll have to eventually collab with the creator of the boats mod or maybe the zeppelin mod for submarines and other large vehicles, otherwise it wouldn't be in the spirit of MC.
Though I'll still work twice a week, today is my last day of classes and now I'm free for the summer.
Lol you copied that from Wiki.
You sure you write? You didn't punctuate that like.... at all :/
"aurtistic" right click a red underlined word for suggestions... why does nobody know how to do that... - LOL autistic.
Writing doesn't mean good grammar.
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.