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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}

    can you add normal giant step sounds


    Yep.
    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}

    The issue was caused because I tried to cast Boats (or any Entity like this, Falling Sand/Gravel or Minecarts) to a Living Entity like players or animals. Boats, Minecarts, ect are not living so Minecraft crashes. It happens when the player interacts (right-clicks) with Entities.

    Engi-bots in MvM have quite a bit of health, 275/500 depending on the type. I think spawning fairly close to the player with an optional Sentry Gun (some Engi-bots types don't spawn with a Sentry Gun) and with an optional Teleporter/Spawner (same reason as before) to spawn other robots with a few seconds of invulnerability like in MvM. I'm sure I can add this to the mod but it will be alot easier and faster if I had some help figuring stuff out. Having them spawn in specific places to guard like dungeons is a good idea. So Mini Sentries seem like the balanced choice to add instead of normal Sentry Guns.

    Metal is used in-game by the Short Circuit, so that will remain, adding the additional ability of reloading weapons shouldn't be too difficult.

    In Mann Manor its pretty easy to avoid the HHH as long as your in the mid-area between the Capture Points, at least for me. He can't jump far enough to get the other side of the top most areas but he can still kill you if your close enough to the edges. Increasing his jump height to at least render standing on a tree or something less useful should do in the meantime. Adding a dimension or biome for him is a good idea, I'll see what I can do.

    I've "added" the status effect Scared but haven't actually made it do anything or incorporated to be used by the Horsemann. For the Tank I plan on adding it with varying amounts of health, some have much more than others. Also explode on death or for some other reason like a timer. I was just going to have it stalk the player endlessly until it exploded on it own destroying a good chunk of the world, this won't happen if its killed. Adding a Gray Mann boss mob is something I thought about pretty early on but haven't done anything about since then.

    I was going to just use ammo drops instead of ammo types but back then I couldn't get it to work properly without consuming multiple or an insufficient amount of drops, and some other issues, so I created seperate ammo for each weapon type. I've kept it the same since but I'll look into this again.

    The Hunstman only works with it's own ammo.

    I know the Shortstop shares its ammo with any pistol, but since its like a shotgun I thought giving its own ammo type would be better. I too don't understand why it shares it ammo with pistols but whenever I use the Shortstop I use Mad Milk, Bonk!, Crit-a-Cola, or the Flying Guillotine with it, never pistols, so running out of ammo faster is not an issue for me.

    You can kind of sprint and jump to get away from Heavy Mittens quicker once you've been hit by them. I guess I could spawn other bots around them. I only play on Hardcore so waiting for an opportunity to escape a Heavy Mittens is much better then getting jumped by a group of other robots and killed. So I'll make it optional to spawn bots with them.

    I planned on starting with normal variants of robots with ranged weapons then working my way up to the much more lethal variants like the giants. For robots with explosive I'll remove environmental damage, like with Steve Busters.

    The robots weaponary would be interesting to use but might be too OP so making them extremely difficult to obtain would keep them balanced. Same with Developer/Valve quality weapons but those are even stronger than the robots weapons, so probably Creative only for those if I can't find a way to balance the items with obtaining them.

    Thanks for the continuing support and feedback!

    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}
    Quote from ThatKiddo»

    After playing MVM more, obtaining a golden wrench and thus gaining enough keys to properly test what crates drop [I like playing in a sort-of-fair way, to get the full experience correctly], I've returned with a few things I would want to say.


    First of all, I would like to bring attention to three bugs I had during gameplay; One I am certain it is so, but the other two might be caused by other mods, so I am currently testing whenever or not it is like so, especially for one of them.


    > Bonk! Atomic Punch

    For what I've tested, sadly the bonk doesn't seem to be working; I've used it while fighting a few mobs, and I've stick took damage while under the effects. The sound effects thought worked fine, scout's bonked voicelines playing correctly anyway. After this, I attempted to replicate this by standing close to a plant that hurted me of half an heart every hit, drank it and still took damage; The status window displayed my bonk status, but the hearts kept dropping fast either way.

    I have to say, though, both entities [the mobs and the plant], come from different mods, namely 'Grimorie of Gaia 3' and 'Mariculture'. Does the Bonk! not work with entities outside it's mod and vanilla minecraft? Oh, also, I have yet to test it against Robots, so I am not sure it works with them either.


    > Canteens

    As one of the mods, I use the Not Enough Items one, to be able to search the various recipes of the various mods. I noticed, though, that pressing the H key while typing in the NEI bar still triggers the canteen to pop, wasting one charge.


    >A strange crash

    I am not sure if this is related to this mod, but every time I try to use any boat, vanilla or not, the game crashes and one of the error lines says that it's related to some tf2 event handler not working correctly. Now, as I am not sure yet it is related to this mod, I am still testing it, but I wanted to ask if you ever had a similar problem.


    > Pain train

    When equipping it, you do get the faster mining effect, but all hands animation, like mining, attacking etc, stop. As in, mining or doing anything with any tool doesn't result in the usual animation, not as long as the Pain train is kept into the inventory. Once removed, the animations play again.


    >Mediguns

    Similar to the Bonk!, the Mediguns do not seem to work onto creatures not from vanilla Minecraft; Onto Pigs, Chicken and Cows they work nicely, while onto other creatures, again Grimorie of Gaia 3 mobs, they do absolutely nothing. The question is the same, does the mod work with other kind of mobs, not from vanilla?


    Second, I would like to suggest a few things, thought I apologize in advance if what I say is actually impossible/sounds silly.


    > Mediguns

    I would like to suggest to make Mediguns able to heal the player using them too, if injured. That comes from the fact that in itself, the Medigun seems to charge relatively slow, and in a single player environment makes it very hard to use; Healing entities like pigs can work, but farming a charge is relatively long, and not truly worth it in the long run as you might as well just enchant your stuff and get a crit canteen. In fact, there are more chances that a player might drop one after getting his stuff to diamond, at which point probably has enough experience to enchant it and just use melee like the powerjack. The combo with the Ubersaw surely helps, but in 10-15 hours of playing this mod, I didn't get either weapon through normal gameplay, and had to actively craft the medigun.

    I fully understand the idea behind it and the ubersaw/Medigun combo, but they really seem to fall behind in single player, at least for me. All I would suggest is them to be able to heal the holder directly upon use if no target is selected, maybe with less uber gain [something similar to an overheal's ubercharge gain].


    > Canteens

    For the canteens, I would ask if it was possible to add Ubercharge canteens too, chargeable by a medium money stash. Or, instead, made two separate canteens altogether, which both cost one large money stash to charge. It would be similar to the actual game, after all. [Also, is there a way to slightly lower the volume of the sound effect that plays when you trigger it? In a calm and silent game like Minecraft, the noise it makes is very loud.]


    > Wrenches

    As you suggest to use, with your mod, the pitman-87's TF2 Sentry, Dispenser, and Teleporter, it would be cool if the wrenches you add in this mod would be able to interact with the sentry in some way, even just by simply doing the same as the wrenches the mod itself makes craftable. Would it be possible? [Which also leads me to asks, as if I don't remember incorrectly, the mod is only for 1.7.0; Will you add your own sentry/dispenser/teleporter in the 1.8.0 update?]

    Talking about wrenches, I was wondering something. Given that, in tf2, the golden wrench turns the enemies into gold, could it be able to do something similar, making enemies drop gold upon killing them with the wrench?

    And about the Eureka effect, maybe it could teleport yourself to the set spawn point if used? I dunno if that's an actual possible thing though.


    > Australium weapons

    I've yet to truly try one, so I apologize in advance if I am missing something here, but my suggestion would be : could the australium weapon gain additional boosts? Given how much stuff it's needed to craft one, something like bigger clip, higher damage or such for an australium weapon would make crafting one worth it, maybe requiring both the bars of Australium AND a full level 4 weapon to craft an australium. [Especially with guns, as they cannot be enchanted, not even with the enchanting mod you've suggested.]


    > Boss Spawn Item

    Would it be possible to add a craftable item that summon the HHH? Cost heavy, of course, but it would help to find him. [Even though in the normal game, he finds you, but I doubt it would be good to make him able to randomly pop up close to the player out of nowhere. I think.]


    > Unusual hats

    I am a collector by heart, and whenever or not the hats are wearable, it matters not to me, ahah. So I wanted to suggest, if it isn't implemented yet, to add a few unusual hats, just to go full circle. After all, normal hats are already here, no?



    With that said, I just want to thank you again for this mod, as I am enjoying playing it a fair lot, especially with other mods; It's quite fun to have a challenge like this in the game, and I do hope you will be able to expand this mod more and put more stuff in it, like more bots and npcs [Having Hale as either a boss or 'tameable' npc would be fun, same as having the chance to fight merasmus and obtaining the bombinomicon or something of the like.] and more weapons. I am looking forward to what the mod has to offer! And sorry again if something I said seems stupid/is already there and I've not seen it yet!


    Bonk! Atomic Punch only currently works against fall damage and damage from mobs (vanilla and robot). From what I currently have tested you still take damage from lava or cactus plants for example, I'll fix this. I don't know if it works with mobs added by other mods, I'll test it out.

    Sorry about the Canteen activating when typing, the way I currently have it set-up makes it activate anytime 'H' is pressed while the game isn't paused. I'll make some changes to stop this from occuring.

    The game crashing when using a boat is caused by my mod. I'll fix it ASAP. Thanks for letting me know.

    The Pain Train does not cause hand animations to stop, its the potion effect Haste/Mining Speed. At levels 3 or higher the hand doesn't move anymore but this does not affect attacking or mining.

    I've never used the Medi Guns to heal non-vanilla friendly mobs so I don't know. I'll try it out and see if it works or not. If it doesn't I'll see if I can fix it.

    Mediguns can heal the player but only at levels 2-4 and when used to heal a mob. The only Medi Guns that themselves heal the user in actual TF2 are the Quick-Fix and Vaccinator but only when UberCharge is active (Quick-Fix ) or the correct damage type is blocked (Vaccinator). I'll see if I can add your suggestions or something else to Medi Guns to improve their use in single player.

    I think I'll keep it to one canteen but add the remaining abilities available in MvM like teleporting and UberCharge. I'll add something to be able to change the effect of the Canteen, similar to the Vaccinator when changing resistances. I'll also add something to be able to change the volume of all sound effects added by this mod into the config.

    Making the wrenches work with pitman-87's mods would require me to collaborate with him, I'll contact him about this and see if he'll help me out. I won't be adding my own sentrys, dispensers, teleporters, at least not like pitman-87's. Maybe randomly spawning Sentry Guns and Mini Sentrys as hostile mobs?

    I planned to add golden/australium versions of the vanilla and robot mobs to spawn when killed by a Golden Wrench/Pan. Also "frozen versions" for when backstabbed by a Spy-Cicle. As for adding gold to the drops of the mobs when killed by said weapons, I'll add that.

    My planned ability for the Eureka Effect was to teleport the player back to their bed/spawn point while fully healing them, removing all effects, and replenishing Metal and other similar properties, basically respawning the player. Since you brought it up I'll see if I can add it by the next update.

    Originally Australium Weapons were stronger/better variants of their Non-Australium counterparts. I'll return them to said states but apply the crafting suggestion you made to make them harder to obtain, but worth it.

    I planned to use the currently useless Dueling Minigame to spawn boss mobs of your choice to battle and reward the player for doing so. Adding a craftable item to spawn the HHH or any current/future boss mobs in general, is a good idea. Maybe even spawn multiple bosses to fight all at once.

    I planned to add unusual hats since 1.5.2 but never got around to it. It shouldn't be too difficult to add random particle effects around the player while they have an unusual hat in their inventory. I'll see if I can add this by the next update.

    Thanks for the support and feedback I greatly appeciate it! If you have anymore ideas/suggestions/issues to report/ect leave a post.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}

    Awesome mod, good work.


    But, can you please do a 1.7.2 version of the 1.8.3? Or tell me if the 1.8.3 also works with 1.7.2


    Sorry but no. I'm still working on updating the mod to 1.8, reverting back to 1.7.2 would be a huge hassle since there were alot of changes from 1.7 to 1.8. As for 1.8.3 working with 1.7.2 I doubt it but your welcome to try it and see if it works. Thanks.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}

    Sorry but I'm still working on updating the mod to 1.8, reverting back to 1.7.2 would be a huge hassle since there were alot of changes from 1.7 to 1.8. As for 1.8.3 working with 1.7.2 I don't know try it out.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}
    Quote from thelegominer»

    how close are hats to being wearable?


    I haven't touch anything related to hats since I added them, so they are the farthest possible from being wearable. But don't worry once I finish adding the remaining weapons, mobs, and other useful stuff, I'll work on making hats wearable.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}
    Quote from ThatKiddo»

    Hi there, just passing by to thank you a lot for this mod, which I find incredibly entertaining to use and play with, and just suggest a few things about balance, albeit I apologize in advance if these are already being addressed in the 1.8 version of this mod.


    While I do enjoy the challenge, with the mobs being quite hard to defeat even with a full diamond armor, I wonder if they aren't a slight bit overpowered; Bots like the Demoknight type 1, which has around 25 health, have enough regeneration to fully withstand any hit with a not enhanced diamond sword, and even most of the actual tf2 weapons do not help that much. Sure enough, enhancing them helps a ton, but with them around the place it's quite hard to come out of your spawn/base and survive long enough to get the materials to prepare an enhancement table, like leather and the likes.

    My suggestion would be simple : grant, for at least the weapons that have such upgrade in the actual TF2 MVM mode, a good damage upgrade; Nothing too much, of course, but something that at least can outdo the regeneration of a robot;

    Also, I've noticed that weapons like the scottish resistance have a very low damage against any bot, at least in it's not upgraded form : around 2-3 damage for what I've seen [albeit I might be completely wrong and I apologize].


    A bug I've also noticed is that for weapons like the Eyelander, the heart count doesn't seem to update as it should : I had both an eyelander with at least four hearts and a Battalion's backup, but depending on which I placed first into my inventory I had less or more hearts. I guess you would have liked to know such thing. Also, once you teleport through portals, unless you pick your weapons again it seems that all buffs/debuffs disappear? Might have just be me in this case, though.


    A more complicated suggestion, which I don't know if it would be even feasible in coding term, would be to actually be able to craft a upgrade station of sorts, where you use tot amount of money to get specific weapon upgrades. Like Enhancing, but specific for the tf2 weapons. Again, I don't know if it is feasible, but it would be cool.


    About the robot version of the actual Minecraft mobs, one thing I've noticed is that they seems to spawn more than normal mobs, which makes getting certain materials [Strings, Zombie meat, bones etc], a bit harder. Not downright impossible, but couldn't those versions drop something akin to their normal counterparts? I admit in advance that it might also be just my luck, so if in your case both kind of mobs spawn normally, feel free to ignore.

    Following that, another thing is a question : is there a way for me to make so that bots only aggro me and not villagers? I've been using the Millenaire mod, but I had to often turn the game into pacific mode or, in the end, remove the Millenaire mod altogether as the villagers kept getting wrecked by the bots, which they couldn't fend off as they didn't had a full set of diamonds + good weapons to fight them off. If there's a config file I've to touch, I would be glad to know it.



    These things aside, the mod is great and I'm liking it very much, and l love the sheer amount of weapons and miscs. Sure, I would like to wear the hats, but as I saw you say, these aren't the something you're focusing on right now and I am ok with it; In a sense, it's actually fun to uncrate and just sigh as you get an hat, while normally in the actual game you would be delighted of it. Metagaming at it's finest! Thought I kinda wish the paint buckets could also dye something else, rather than only hats.

    I apologize for the wall of text, ahah, but I thought you might like some feedback. Keep the good job up, good sir!


    Yes robots are difficult to defeat, even I have trouble with them especially Samurai Demos. I'm planning on adding something in the Config to be able to change whether robots can upgrade or not and time it takes to upgrade. TF2 weapons are upgradable but they must be at maximum durability to be upgraded. Simply add 8 credits (Small for level 2, medium for level 3, large for level 4) with an item. The upgrades must be done in order, so Small credits then Medium then Large. Melee weapons get faster attack speed, health-on-kill, some Demo or Spy melee weapons receive increase damage and crits-on-kill. I'll keep this "upgrading system" until I can figure out how to create an actual upgrade station.


    I always keep a fully upgraded Ubersaw and Kritzkrieg to give myself easy crits, then switch to an item like a fully upgraded Eyelander or Headtaker for easy kills. The mentioned weapons deal 20 damage and with crits deal 60, enough to one-hit kill most mobs. There are other strategies you could try out like putting Fire Aspect on the Axtinguisher, Sun-on-a-Stick, or Postal Pummeler to deal critical damage each hit. Also get a full set or even a single piece of Australium Armor, it will greatly help you deal with any mobs.


    I rarely use any guns so I don't know how they perform in actual gameplay, so I'll use them more often to see if I can improve anything.


    Health increases/decreases from items do not stack, I originally planned on having them stack but I ran into some issues so they will remain that way. Whatever item is first placed in the inventory does determine what health increase/decrease is applied. As for buffs/debuffs disappearing when teleporting, they should remain despite what you see onscreen, I'll look into this some more.


    I will be setting Minecraft Robot mobs to drop whatever their Non-Robot versions originally dropped but more of them. I had the same issue getting certain materials. Both kinds of mobs should have the same chance to spawn but I'll double check to be sure. I'll add something in the Config to change whether mobs attack vilagers or not.


    No problem I enjoy reading feedback on my mod. Thanks. I recommend looking through the 1st forum post for any new info I might have added. If I missed anything let me know.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}

    Started updating to 1.8 today. Due to the sheer amount of changes in 1.8 it will take a good while, probably a few weeks, to update the mod to 1.8. Any suggestions or if you want to lend me some hands (for modelling/ideas/voice acting/stuff), leave a comment. In the meantime, stick to 1.7.10.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}

    Update #25! Forum Page has also been updated. Improved Medi Guns so they can heal. Added some armor, achievements, ect. Fixed some issues. Check the readme for more changes.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}

    Update #24! Forum Page has also been updated. Added some Sniper and Spy weapons. Fixed some stuff. Nothing too big.

    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}
    Quote from Tyler_Ng»
    Make the texture not too smooth because it looks blockier when you hold it anyway good job maybe add classes?

    Any specific textures in mind or all of them? As for classes I'll work on them after I add the remaining weapons and some other things.
    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}
    Update #23 has an issue involving the player taking damage, for example getting hit by a spider will crash the game. So either avoid taking damage or stay away from combat until the next update. It'll be ready sometime next week. If you backup your saves often this shouldn't be an issue and simply revert to 1.7.9 version of the mod. If not oh well.
    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}
    Update #23! Forum Page has also been updated. Added upgrades, fixed some things, ect/look in the README. Just setting up stuff for the next big update. Let me know if there are any issues.
    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}
    Quote from commentator54»
    When you think the Update 23 will come?

    A few weeks probably.
    Posted in: Minecraft Mods
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    posted a message on [1.8.9/1.8/1.7.10] Team Fortress 2 Mod (v2.0.0/v1.8.6) {Explosive Guns Update!}
    Quote from commentator54»
    Could you update intells,payload bombs, control points, tanks, and Saxton Hale?

    Sure for Tanks and Saxton Hale. As for gamemode related stuff, maybe in a much later update. I have to catch up with all the weapons first and fix/change some stuff.
    Posted in: Minecraft Mods
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