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[1.5.2]/[1.6.4] Ancient Warfare [Forge][SMP][WIP][D/L]

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#121

Pelirow
    Pelirow

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Posted 20 September 2012 - 04:18 AM

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! :P

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#122

Kielaran

Posted 20 September 2012 - 04:28 AM

View PostShadowmage4513, on 19 September 2012 - 07:55 PM, said:

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 Posted Image

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://ancientwarfar...spaces.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.

I dont have a wikispace but Ill keep helping out if you want :P you can always link it back to my profile here, What all would you like me to do?

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#123

Exacat
    Exacat

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Posted 20 September 2012 - 04:43 PM

Amazing! o.o

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#124

hippomormor
  • Location: Denmark

Posted 21 September 2012 - 05:09 PM

Can you make the id's changeable?

#125

Shadowmage4513
  • Location: Bozeman, MT
  • Minecraft: shadowmage4513

Posted 21 September 2012 - 05:36 PM

View Posthippomormor, on 21 September 2012 - 05:09 PM, said:

Can you make the id's changeable?

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.

#126

Kielaran

Posted 21 September 2012 - 05:39 PM

View PostShadowmage4513, on 21 September 2012 - 05:36 PM, said:

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
Im just reporting every damn time they ask that question now, you should do the same instead of answering them

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#127

Shadowmage4513
  • Location: Bozeman, MT
  • Minecraft: shadowmage4513

Posted 21 September 2012 - 07:37 PM

So... Due to (apparently) popular demand, I have hacked in an ugly item/block ID config.  It will be located in the same place as the keybind config file, but named IDs.  The list is extremely out of order(config file auto-alphabetizes it), but all item IDs should be configurable from that location.

This update will not change any item IDs, and the defaults are set to what I had previously, so it should not corrupt any worlds/etc.

It is not a _smart_ system.  I have no idea what will happen if you mis-configure it, but it should come configured fine for most needs.  At the point where there is a conflict--it is up to _YOU_ to solve it now.

IDs used start at 5003 and will go to ~5300.  Currently only using 5003-5075 or so, but I want to leave room for the future.  I may also compress many of the siege engine construction items into meta-data/item damage to save on IDs in the future, but it is not currently on the to-do list.

This will be included in tomorrows update (along with a couplebasic structures, and one preliminary hand weapon).

#128

squidzorm
  • Location: u.s.a
  • Minecraft: squidy1925

Posted 21 September 2012 - 10:23 PM

awesome

#129

matiasld
  • Location: the planet earth

Posted 22 September 2012 - 02:01 AM

awesome mod in cant wait for updates

#130

stubbymonkey
  • Location: Illinois
  • Minecraft: ChaseFischer

Posted 22 September 2012 - 04:10 AM

This is a really fun mod. You did a wonderful job on the models for all of these and I really like the option to add upgrades and armor on to you siege weapons. I cant wait to play on a server with this mod. I was also wondering, could you possibly add things for defending you castle too? I was thinking like oil pots that you could tip and spill hot oil down the side of your castle. Kinda like lava except faster like water. Or maybe a Portable shield or Siege tower would be cool.

#131

Boristus
  • Minecraft: Boristus

Posted 22 September 2012 - 04:10 AM

As much as I love this mod, I wish that the artillery, particularly the cannon, could shoot farther.

#132

A_Fruitbowl
  • Location: Somewhere magical. Like your oven.
  • Minecraft: A_Fruitbowl
  • Xbox:PS3 all the way!

Posted 22 September 2012 - 04:22 AM

This mod looks really cool.  I was wondering if the players on a server would need to install it too, or if it is installed on the server it's good.  My friend and I are starting a public server within the next few months, and we are looking for more weapons and stuff like that.  I feel that this mod would be great for the server.  Good luck with the mod, I know I'll be following the updates.
"Early to bed and early to rise, makes a man stupid and blind in the eyes."

#133

Kielaran

Posted 22 September 2012 - 04:14 PM

View PostBoristus, on 22 September 2012 - 04:10 AM, said:

As much as I love this mod, I wish that the artillery, particularly the cannon, could shoot farther.
Well keep in mind that it isnt flippen done yet -.-

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#134

Shadowmage4513
  • Location: Bozeman, MT
  • Minecraft: shadowmage4513

Posted 22 September 2012 - 06:36 PM

View PostBoristus, on 22 September 2012 - 04:10 AM, said:

As much as I love this mod, I wish that the artillery, particularly the cannon, could shoot farther.

I'm actually in the middle of re-writing all of the missile code to enable smoother motion, and more controllable flight characteristics.

What this means is that:
1--catapult missiles will no longer 'jump/skip' a little bit as they fly
2--it will be MUCH easier for me to adjust ranges on vehicles (yes, a range overhaul is coming soon)
3--missiles now have their own models, and textures--no more 2D fire charge flying through the air.

So far I've just done the catapult, but the rest should be updated soon.

One thing to keep in mind regarding ranges:
~140 blocks is going to be the max range from in-game limitations(entities do not update past this range)
I want to keep a differentiation between vehicles--trebuchet / siege vehicles should probably be at the max of this 140 block limit, while others will have to be lower by some degree.  The cannon will likely be adjusted in the future with the rest of the vehicles after I establish a good baseline of ranges through a bit of research.

Also:
Currently the cannon shares characteristics with the catapult..meaning a ~80 block range (at the same height).  Experiments showed that by placing the cannon on top of a tower/wall (as I had kind of intended) increased that range substantially.  Even a 4-5 block height made pretty substantial differences.

#135

Etalyx
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Posted 22 September 2012 - 10:01 PM

Hey there! Wonderful mod you have here, so I decided to spotlight it on my Youtube channel. Keep up the great work and hope you enjoy the video! Thanks :)



#136

Shadowmage4513
  • Location: Bozeman, MT
  • Minecraft: shadowmage4513

Posted 22 September 2012 - 11:46 PM

View PostEtalyx, on 22 September 2012 - 10:01 PM, said:

Hey there! Wonderful mod you have here, so I decided to spotlight it on my Youtube channel. Keep up the great work and hope you enjoy the video! Thanks Posted Image

Awesome video.  Thanks for the spotlight.  You mind if I link to it in the OP and on the Wiki?




On another note, the weekly update is ready:

Catapult_Mod-0.5.4.113-alpha.zip is available for download.

OP will be updated shortly, but the Wiki already has all the information on it:
Ancient Warfare Wiki


Change list/release notes:
  • NEW--Structure--Watch Tower
  • NEW--Structure--Small Fortress
  • NEW--Hand Weapon--Hand Cannon and ammunition--currently only a single type.
  • ADJUSTED--Updated missiles to use new motion code, shared for all missile types. This eliminates inconsistencies between vehicles and between shots and arrows/bolts
  • ADJUSTED--Updated missile motion code to smooth motion for all missiles and greatly decrease network use. Should eliminate catapult shot jumpiness/skipping.
  • ADJUSTED--Updated missiles to use new models for rendering. Models will now display depending upon ammunition type fired, and are complete 3D models.
  • NEW--Added item and block ID config file. This will be located in %AppData%/.minecraft/config/CatapultModIDs.cfg after the first time the mod is launched. This will allow for users to solve block and item ID conflicts on their own. IMPORTANT: IF THERE ARE CONFLICTS DO NOT LOAD ANY WORLDS UNTIL THEY ARE RESOLVED OR YOUR WORLDS MAY BE CORRUPTED. You must launch the mod at least once to generate the config file, and then may manually change any conflicting IDs to known empty ones. The list is sorted alphabetically and not by ID#, so it may not be the easiest to navigate (use CTRL+F).
  • FIX--Cannon cannot be driven any more. Sorry guys..was never meant to be mobile, and the controls were mostly disabled.
  • FIX--Fix vehicle repair code. (it had borked itself at some point)
  • CODE--New missile system allows for easier creation of new ammunition types, as well as easier manipulation of flight characteristics/vehicle ranges.
  • CODE--New structure system allows for logical orientation-based structure generation. This will eventually allow for user-configurable structures to be blueprinted and created.



Please let me know if you encounter any issues with the new features, item/block ID config system, or other feedback in general.

If you have any other questions, please consult the Ancient Warfare Wiki, I have put a ton of information on there, especially regarding in development / confirmed future features.

#137

retb14
    retb14

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Posted 23 September 2012 - 04:18 AM

cool mod! im going to use this on my server.
also you could try putting it in a crafting square to reset the flags

#138

Pelirow
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Posted 23 September 2012 - 09:01 AM

The stuff looks good! Was looking forward to playing around with the mod when I got this crash consistently:

Spoiler:

It seems to be something to do with NEI, but not directly. I have a test world with about 30 mods and when this is added and the NEI screen gets loaded, the crash always happens. If I'm in creative but not the "player screen" in the inventory menu (the gui where you click on the chest in the lower right) I can access the blocks from the normal Minecraft creative inventories, but the minute an NEI screen shows up, it crashes.

Strangely, I made a test world with just this mod and NEI and I can't duplicate it. I'm going to try to troubleshoot with my mod set tomorrow to attempt to isolate the issue, but figured I'd post the report here in case someone might know what's causing it. I'd post over in the NEI thread too, but it's generally not helpful.

I use MultiMC 4.1, if that matters. I'm using 0.5.4.113-alpha that you posted a couple posts above this one, and Forge 263.

EDIT: Ok, this is weird. The crash seems to happen when I also have Buildcraft, IndustrialCraft2, and Forestry installed along with Ancient Warfare and NEI. I've tried swapping out other mods in place of one or two of those three mods at a time and can't dupe it, but it happens every single time with those three installed with AW and NEI. Will try to test more tmrw, I'm tapped out from testing right now.

Also, I noticed for some of the upgrade items you spelled it "teir" when it should be "tier." :)

#139

Shadowmage4513
  • Location: Bozeman, MT
  • Minecraft: shadowmage4513

Posted 23 September 2012 - 02:21 PM

View PostPelirow, on 23 September 2012 - 09:01 AM, said:

The stuff looks good! Was looking forward to playing around with the mod when I got this crash consistently:

It seems to be something to do with NEI, but not directly. I have a test world with about 30 mods and when this is added and the NEI screen gets loaded, the crash always happens. If I'm in creative but not the "player screen" in the inventory menu (the gui where you click on the chest in the lower right) I can access the blocks from the normal Minecraft creative inventories, but the minute an NEI screen shows up, it crashes.

Strangely, I made a test world with just this mod and NEI and I can't duplicate it. I'm going to try to troubleshoot with my mod set tomorrow to attempt to isolate the issue, but figured I'd post the report here in case someone might know what's causing it. I'd post over in the NEI thread too, but it's generally not helpful.

I use MultiMC 4.1, if that matters. I'm using 0.5.4.113-alpha that you posted a couple posts above this one, and Forge 263.

EDIT: Ok, this is weird. The crash seems to happen when I also have Buildcraft, IndustrialCraft2, and Forestry installed along with Ancient Warfare and NEI. I've tried swapping out other mods in place of one or two of those three mods at a time and can't dupe it, but it happens every single time with those three installed with AW and NEI. Will try to test more tmrw, I'm tapped out from testing right now.

Also, I noticed for some of the upgrade items you spelled it "teir" when it should be "tier." Posted Image

That is one heck of a crash report.  And congratulations to be the first to report a real crash-related bug!

Off the top of my head, I have an idea what might be causing it (custom block render..the only place I use a tesselator), and I looking at the code, I didn't include a push/pop matrix, so it may well have cause some issues (copied some vanilla code for the base...but we all know how awesome that stuff is).

I've added the push/pop, and...hmm...I guess I might have to download a few mods to try and do some testing.  I'll let you know if I come up with anything.

Ohh, and as a programmer...yes my spelling is often terrible.  Thanks for pointing them out...gotta know the errors exist to fix them Posted Image

Thanks for the detailed report and investigation--these are exactly the sort of issues that I need to track down and solve.


On the humor end of things, why does:
java.lang.IllegalStateException: Already tesselating!

Remind me of the movie Super Troopers? (maybe its just early and I haven't had my coffee yet)

#140

Xaedilian

Posted 23 September 2012 - 02:32 PM

Would there be any chance it could be a server plugin (i dont code so im not sure) i doubt this is possible but i'd like to setup a server without people having to install it :)