Just a silly but serious suggestion, but would you consider adding specialty bullets?
I'll answer you for the creator of this mod - no.
That's because bullets used in old firearms such as these are little more than steel balls supposed to hit target, and this mod strives for realism more than it does for "coolness".
And just to remind you, realistically speaking there were no special rounds for any of the guns in this mod. Huh, there aren't even normal rounds (since they're bullets and not rounds, here it's a difference).
Also, these guns are not supposed to be deadly accurate - the first weapons were meant as a psychological weapon and were inferior to bows and crossbows in combat whether it comes to accuracy, damage, or effective range (based on accuracy), with their saving grace being the fact that it took many years to train a good bowman, many months to train a good crossbowman and a few days to train a decent gunman.
The creator of this mod actually told me he'd consider it. Again, for ****'s sake everybody, it's a game. It's about what's fun, not what's historically accurate. I agree that SDK's mod clashes with the game's established aesthetic, which is why I support this mod, but it's hard to say for certain that the game even has an established aesthetic considering it's in beta. Let's not forget that you can build a jukebox that plays vinyl records. The game is all over the place technology wise. Magic bullets would in no way contradict the established realism of a gameworld where you can build magical portals that take you to an alternate dimension not unlike hell that's filled with Zombie Pigmen.
Also, I just realized that the Iron pistol, with its one hit kill and one shot clip, would open up the potential for MULTIPLAYER DUELS! Griefer burn you house down? Count to three and draw you son of a *****!
i'm currently using your mod, and i gotta say, well done sir! it's much fun running around shooting the nasties of this game XD
currently using the pepperbox for anti-creeper, and the standard iron variation for game hunting (here piggie piggie)
however, i must say, after using this for a bit, i've started having a longing for a rifle, something with more ammo per reload, but costing more to make (yes, i enjoy the tedium that results from higher crafting costs)
i'm currently using your mod, and i gotta say, well done sir! it's much fun running around shooting the nasties of this game XD
currently using the pepperbox for anti-creeper, and the standard iron variation for game hunting (here piggie piggie)
however, i must say, after using this for a bit, i've started having a longing for a rifle, something with more ammo per reload, but costing more to make (yes, i enjoy the tedium that results from higher crafting costs)
i'm currently using your mod, and i gotta say, well done sir! it's much fun running around shooting the nasties of this game XD
currently using the pepperbox for anti-creeper, and the standard iron variation for game hunting (here piggie piggie)
however, i must say, after using this for a bit, i've started having a longing for a rifle, something with more ammo per reload, but costing more to make (yes, i enjoy the tedium that results from higher crafting costs)
Maximum guns' range is 150 blocks. Though limited accuracy will severely hamper you if you try to shoot that far.
PS: But yes, that reminds me that guns will be a little bit less accurate in the next version, from the results of my own playtesting. At the moment they are too precise, except maybe for the stone pistol.
I had to reload about 3 times until i actually hit it though. :tongue.gif:
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Quote from Peekayer »
I highly doubt a WWII infantryman would like a pistol that can blow up in his hands at any moment over a fine rifle such as the grand Garand.
But still, you will have to look at the materials used to create the rifle and pistol, and what ammunition it uses. I say they both have their ups and downs. Metal is needed to create bullets for the rifle, while the stone pistol may blow up, but it fires a type of ammunition that is well in abundance. Rocks. It's all in preference really, so unless somebody tries to make something very, very similar, one can not simply state that something it better. More effective? Maybe, but not better.
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Rifles present a serious graphics problem: obviously enough, they still should fit into a single 16x16 icon (unless you feel like heavily modifying rendering classes, which will bring compatibility issues)! So, either I have to redraw all the pistols to make them twice as short (painful, and they will look ugly), or you have to wait until I get in the mood to mess with renderers. Which probably won't happen any time soon.
A few different ammunition types will go with a new blunderbuss (which is in the works right now). Also, I'll try experimenting with lightning a bit, but as was already pointed -- any attempt to make a real-time lightning in the current code will fail due to severe performance problems (portable torch is using a very specialized "hack" to work, and its code is heavily optimized to deal with performance -- I don't feel like doing all that just for a muzzle flash). So don't expect much here.
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Quote from just_dont_do_it »
PS: Also -- guns will deteriorate over time.
Is that with or without use of the pistol? Also, might be cool to have a higher chance at a misfire or explosion the lower the condition of the gun. (Damnit, this is so going to sound based off Fallout) To avoid unreliable weaponry, you could repair it with something like the tools repair mod.
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I adopt abandoned eggs and try to keep them alive. Care to help me help an unborn dragon?
Rifles present a serious graphics problem: obviously enough, they still should fit into a single 16x16 icon (unless you feel like heavily modifying rendering classes, which will bring compatibility issues)! So, either I have to redraw all the pistols to make them twice as short (painful, and they will look ugly), or you have to wait until I get in the mood to mess with renderers. Which probably won't happen any time soon.
A few different ammunition types will go with a new blunderbuss (which is in the works right now). Also, I'll try experimenting with lightning a bit, but as was already pointed -- any attempt to make a real-time lightning in the current code will fail due to severe performance problems (portable torch is using a very specialized "hack" to work, and its code is heavily optimized to deal with performance -- I don't feel like doing all that just for a muzzle flash). So don't expect much here.
PS: Also -- guns will deteriorate over time.
i'm assuming the first paragraph was directed at my post. with that in mind, i understand the point being made, and to reply to that, for rifle graphic i'm thinking just make a more "thin" model, if possible (the current gun models you use are kinda... "hefty"... hehe)
the blunderbuss idea has brought up a question for me:
would it have a "spread" effect? like, the shot affecting a multiple block area
nice! no more infini-gun :biggrin.gif:
EDIT: @Olive_Vore's post- the ability to repair the guns in this mod should be a part of this mod, and not require external mod support. at least in my opinion
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Quote from H3xer1n »
EDIT: @Olive_Vore's post- the ability to repair the guns in this mod should be a part of this mod, and not require external mod support. at least in my opinion
That's what I meant, I just was giving a source of possible helpful coding tips. And to more or less say that it is possible.
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I adopt abandoned eggs and try to keep them alive. Care to help me help an unborn dragon?
Just to cut off some ve-e-ery far-fetched speculations:
a) I don't play SMP, and therefore, I'm not interested in porting this mod;
:cool.gif: Point a can be negated if I start playing SMP, but this is unlikely to happen any time soon;
c) This mod is absolutely not balanced for SMP gameplay. Insta-kill guns, anyone?!
d) Still, if someone really wants -- he can make the SMP port himself, I've got absolutely no objections to that.
PS: There won't be any hurried update for b1.1, by the way. Most probably, next version will be released once blunderbuss is ready.
The creator of this mod actually told me he'd consider it. Again, for ****'s sake everybody, it's a game. It's about what's fun, not what's historically accurate. I agree that SDK's mod clashes with the game's established aesthetic, which is why I support this mod, but it's hard to say for certain that the game even has an established aesthetic considering it's in beta. Let's not forget that you can build a jukebox that plays vinyl records. The game is all over the place technology wise. Magic bullets would in no way contradict the established realism of a gameworld where you can build magical portals that take you to an alternate dimension not unlike hell that's filled with Zombie Pigmen.
Also, I just realized that the Iron pistol, with its one hit kill and one shot clip, would open up the potential for MULTIPLAYER DUELS! Griefer burn you house down? Count to three and draw you son of a *****!
i'm currently using your mod, and i gotta say, well done sir! it's much fun running around shooting the nasties of this game XD
currently using the pepperbox for anti-creeper, and the standard iron variation for game hunting (here piggie piggie)
however, i must say, after using this for a bit, i've started having a longing for a rifle, something with more ammo per reload, but costing more to make (yes, i enjoy the tedium that results from higher crafting costs)
heres my thought: http://www.minecraftforum.net/viewtopic.php?f=25&t=113216
if you could make it a reality, or help another modder with their work, i would be forever grateful
The finest weapon system ever made? I second this.
Si hoc legere scis nimium eruditionis habes.
finest? idk about that, but flintlock weapons definitely win for "cool factor"
I had to reload about 3 times until i actually hit it though. :tongue.gif:
Si hoc legere scis nimium eruditionis habes.
you make a valid point
But still, you will have to look at the materials used to create the rifle and pistol, and what ammunition it uses. I say they both have their ups and downs. Metal is needed to create bullets for the rifle, while the stone pistol may blow up, but it fires a type of ammunition that is well in abundance. Rocks. It's all in preference really, so unless somebody tries to make something very, very similar, one can not simply state that something it better. More effective? Maybe, but not better.
Si hoc legere scis nimium eruditionis habes.
sig'd
made my night
A few different ammunition types will go with a new blunderbuss (which is in the works right now). Also, I'll try experimenting with lightning a bit, but as was already pointed -- any attempt to make a real-time lightning in the current code will fail due to severe performance problems (portable torch is using a very specialized "hack" to work, and its code is heavily optimized to deal with performance -- I don't feel like doing all that just for a muzzle flash). So don't expect much here.
PS: Also -- guns will deteriorate over time.
Is that with or without use of the pistol? Also, might be cool to have a higher chance at a misfire or explosion the lower the condition of the gun. (Damnit, this is so going to sound based off Fallout) To avoid unreliable weaponry, you could repair it with something like the tools repair mod.
i'm assuming the first paragraph was directed at my post. with that in mind, i understand the point being made, and to reply to that, for rifle graphic i'm thinking just make a more "thin" model, if possible (the current gun models you use are kinda... "hefty"... hehe)
the blunderbuss idea has brought up a question for me:
would it have a "spread" effect? like, the shot affecting a multiple block area
nice! no more infini-gun :biggrin.gif:
EDIT: @Olive_Vore's post- the ability to repair the guns in this mod should be a part of this mod, and not require external mod support. at least in my opinion
That's what I meant, I just was giving a source of possible helpful coding tips. And to more or less say that it is possible.
That's the whole point of it.
When he finishes it.
a) I don't play SMP, and therefore, I'm not interested in porting this mod;
:cool.gif: Point a can be negated if I start playing SMP, but this is unlikely to happen any time soon;
c) This mod is absolutely not balanced for SMP gameplay. Insta-kill guns, anyone?!
d) Still, if someone really wants -- he can make the SMP port himself, I've got absolutely no objections to that.
PS: There won't be any hurried update for b1.1, by the way. Most probably, next version will be released once blunderbuss is ready.
http://www.pcgamer.com/2011/04/19/download-the-minecraft-demo/