no i havent but nvm that just ideas of second weapons and stuff but i understand oh and when your done can you update this to 1.6.4 cause it is out already so anyways good luck the tow and mjonir looks cool
Me and Khlorghaal have been arguing about scopes, and I would like to know your opinion. Would you rather be locked into your guns scope at all times? Or an optional hipfire mode as well as scope? Being trapped in a scope would suck for close quarters combat because when you pull out your gun you have a narrow field of view and will get owned. Also, a hipfire mode would let you see the entire view, and help you locate the enemy.
Choose what you would like more out of the top two options and post your opinion so we can figure this out.
On a second note, we have come up with some insanely cool attachments. Attachments would be in separate spots from equipment. Equipment would be larger, less of an upgrade, and more like a part of the actual mech, located in vague areas like guns and legs and arms and torso, while attachments would be located in more specific spots, like in your windshield, feet, or even attached to your gun. They will be cheap to repair as they are more of an extra and generally to help the pilot out, and do not change a battle much if one guy is more skilled.
Me and Khlorghaal have been arguing about scopes, and I would like to know your opinion. Would you rather be locked into your guns scope at all times? Or an optional hipfire mode as well as scope? Being trapped in a scope would suck for close quarters combat because when you pull out your gun you have a narrow field of view and will get owned. Also, a hipfire mode would let you see the entire view, and help you locate the enemy.
Choose what you would like more out of the top two options and post your opinion so we can figure this out.
On a second note, we have come up with some insanely cool attachments. Attachments would be in separate spots from equipment. Equipment would be larger, less of an upgrade, and more like a part of the actual mech, located in vague areas like guns and legs and arms and torso, while attachments would be located in more specific spots, like in your windshield, feet, or even attached to your gun. They will be cheap to repair as they are more of an extra and generally to help the pilot out, and do not change a battle much if one guy is more skilled.
Id love the option of both firing modes, also when zooming in the scope on a sniper make yourself look at the scope 5 inches from the scope, then make the area inside the scope zoom in not the outside for awesome effect. thatd be great!
Lol I seriously have back problems. It sucks especially because I'm only 19.
Recently I've been working on getting smallarms perfected and playable so that I can do a proper release... The current issue is pretty elusive and I've been stuck on it for awhile. If it goes on much longer i'll just leave it and start working on mechs again.
I have noticed that almost none of you get the depth this mod will have. Now imgaine a massive war, lines of minecrafters in large trenches, craters everywhere, artillery raining, lasers stabbing from the sky, flaming wrecks of vehicles everywhere, fighter jets dodging and weaving, reinforcements coming from pods that fall out of the sky, mechs being deployed into that battlefield by gunships, and a single bomb falling, everything going silent at once.
The more I think about it I'm pretty sure that I will merge with Futurecraft eventually, the two mods just complement eachother perfectly. However I would like T1A to shine by itself for awhile first; so that will probably be done at least t1a post 1.0
Since I just made awesome meshes, imma ditch smallarms and start working on vehicles again. This means it will be significantly longer before an update, but I think it will be worth it.
Also, I restate that because of my design - once I get tanks working, mechs, aircraft, and boats will probably all get done in the same day.
Edit: LOLOLOL so the bug i was stuck on for days with smallarms - I was working on protocol for vehicles, and the solution I used for something with vehicles, i applied it to guns, and now they are working almost 100% in multiplayer.
I have noticed that almost none of you get the depth this mod will have. Now imgaine a massive war, lines of minecrafters in large trenches, craters everywhere, artillery raining, lasers stabbing from the sky, flaming wrecks of vehicles everywhere, fighter jets dodging and weaving, reinforcements coming from pods that fall out of the sky, mechs being deployed into that battlefield by gunships, and a single bomb falling, everything going silent at once.
Get the depth now?
And that is the presice reasion that i follow this topic.
That is... beautiful. Just... whoa. Amazing. Also, the Halcyon looks great. I keep thinking I should beat the Halo PC campaign whenever I hear that name...
Anyway, I kinda see the style you're going for now, so when I'm not 1-shotting aliens with an overpowered pistol, I'll try and do some of the other models you need.
~mistertime
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"She's my carer; she cares so I don't have to." --The Twelfth Doctor
I've not gotten much done in terms of code lately, though I've been getting some awesome models. I'm actually surprised with how good I am at this.
__________________________________________________
CHEL Continuous High power Electron LaserA heavy beam weapon with perfect acceracy, high damage, and ultrahigh energy consumption.Best used for anti air on sentries and battleships, or for downing heavy shields.
Although it is continuous, its high energy consumption makes it best used for alpha strike.
Which model looks better?
Edit: I think ill take the first one and make it into a gauss cannon instead.
Type 1 Anarchy Website, this will be for both the official server and the mod overall. Will have a blog that I will try to synch with the facebook page. I'm posting it now just for the PageRank, its nowhere near done.
As of yesterday I stopped being lazy again. I
/**singleton*/
public abstract class Chemical {
public Chemical instance(){return instance;}
private Chemical instance;
protected Chemical(Reaction... reactions){
instance= this;
rnxs= reactions;
}[/size][/font][/color]
[color=#333333][font=Helvetica, Arial, 'lucida grande', tahoma, verdana, arial, sans-serif][size=small]public final List<Reaction> rxns;
public abstract int getColor();
public abstract void affectBiological(Biological b, float units);
}
and don't know what todo with it. It was inspired by playing SS13, which I have been doing way too much of. I want to ditch vanilla's worldgen and make things composed of real minerals and elements and in veins. But I don't think I have time for that. I've stated before that its probable t1a will merge with futurecraft. However I'm disappointed on how FC still wants to be part of minecraft. Something of that scale needs to be rebuilt from the ground up imo. I would definitely help them more with their project, but I just can't find motivation to put so much work into something I'm not getting paid for. I really want to do all these fancy things with chemistry and whatnot, but I simply don't have that amount of time for something unpaid.
I think I'll consider t1a done once I get the original plans accomplished. That is -Vechiles and equippables including mechs, planes, small boats, and sentries (~1/3 done) -Smallarms (mostly done except crafting) -Seeking and guided missiles (done except targeting) -Orbital lasers and ballistic missiles. (basic functionality)
At that point it will be beta and I will put everything into polishing existing features instead of adding new ones. Sadly this means drones are denied. I really would like to include them as well, but I simply don't have the time. There are many many other things that I would like to add as well, but I've gotten too ambitious and need to focus on what's practical.
Kinematics are started. Includes complete newtonian mechanics including rotational momentum, directional drag, and elastic collision. Riding vehicles only by standing on them is possible ( ghetto gunships !). Max speed is
...My math skills have been sub-par... The ratio of unhappy faces to happy ones is way too high.
My implementation of rotation as matricies makes turrets much easier now as all I have to do to render them is multiply their rotation mat by the inverse of the vehicles rotation mat. Though translating equipment to turret objects is still horribly unclear and I will probably end up rewriting half of Equipment for like the 6th time... Sooo yeah the estimated time until beta is anywhere from 2 months to a year.
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[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
Will you add support for people to add content pack almost like flans mod?I would love the mantis from halo 4 to drive around in minecraft...
Welllll the Mantis is a ripoff of Metal Gear Zeke, buuut
I'm really not sure about this. I'll eventually make T1A open source, but I have no idea when.
Since mechs are being done with .obj you could easily mod it yourself by replacing the model files if you just want a cosmetic change.
My hope is that the vehicles I put in will be good enough that people don't feel the need for addons.
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[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
I've talked a bit with Flan before, I'm pretty sure he got the mecha idea from me at least partially lol. I also got the idea for multiple ammo types per magazine indirectly from talking with him.
Eventhough our mods are basically direct competitors hes still been rather awesome and helpful; exemplary member of the modding community.
Well the reason for add ons is for variety. I love variety in everything. Especially minecraft. So just 3 mechs (based off the OP) isn't too much to work with in ways of variety. And im probably not the only one.
Here's the body mostly done, I've not started the legs yet. Guns will be mouned in that flat portion on the rear side.
Warzel_Drake has been doing a great job with UV mapping as well.
Also got a kneeling chair which has been a huge help with my back. Can finally start getting stuff done again.
Edit:
done
Choose what you would like more out of the top two options and post your opinion so we can figure this out.
On a second note, we have come up with some insanely cool attachments. Attachments would be in separate spots from equipment. Equipment would be larger, less of an upgrade, and more like a part of the actual mech, located in vague areas like guns and legs and arms and torso, while attachments would be located in more specific spots, like in your windshield, feet, or even attached to your gun. They will be cheap to repair as they are more of an extra and generally to help the pilot out, and do not change a battle much if one guy is more skilled.
Are u being sarcastic or what?
Great mod! However I usually play plain vanilla. (Most of the time)
THE MICRO$OFT APOCALYPSE IS ON!!!
32 bit redstone computer with 64*64 pixel 16 color gpu:
http://www.minecraftforum.net/forums/minecraft-discussion/redstone-discussion-and/2116999-computer-command-block-computer-now-running-with
(giant banner removed out of modesty).
Recently I've been working on getting smallarms perfected and playable so that I can do a proper release... The current issue is pretty elusive and I've been stuck on it for awhile. If it goes on much longer i'll just leave it and start working on mechs again.
Edit:
Finished the Halcyon heavy fighter
Get the depth now?
The more I think about it I'm pretty sure that I will merge with Futurecraft eventually, the two mods just complement eachother perfectly. However I would like T1A to shine by itself for awhile first; so that will probably be done at least t1a post 1.0
Since I just made awesome meshes, imma ditch smallarms and start working on vehicles again. This means it will be significantly longer before an update, but I think it will be worth it.
Also, I restate that because of my design - once I get tanks working, mechs, aircraft, and boats will probably all get done in the same day.
Edit: LOLOLOL so the bug i was stuck on for days with smallarms - I was working on protocol for vehicles, and the solution I used for something with vehicles, i applied it to guns, and now they are working almost 100% in multiplayer.
And that is the presice reasion that i follow this topic.
That is... beautiful. Just... whoa. Amazing. Also, the Halcyon looks great. I keep thinking I should beat the Halo PC campaign whenever I hear that name...
Anyway, I kinda see the style you're going for now, so when I'm not 1-shotting aliens with an overpowered pistol, I'll try and do some of the other models you need.
~mistertime
__________________________________________________
CHEL Continuous High power Electron LaserA heavy beam weapon with perfect acceracy, high damage, and ultrahigh energy consumption.Best used for anti air on sentries and battleships, or for downing heavy shields.
Although it is continuous, its high energy consumption makes it best used for alpha strike.
Which model looks better?
Edit: I think ill take the first one and make it into a gauss cannon instead.
Also, improved halcyon
Check out my mod idea! http://www.minecraft...r-with-bending/
As of yesterday I stopped being lazy again. I and don't know what todo with it. It was inspired by playing SS13, which I have been doing way too much of. I want to ditch vanilla's worldgen and make things composed of real minerals and elements and in veins. But I don't think I have time for that. I've stated before that its probable t1a will merge with futurecraft. However I'm disappointed on how FC still wants to be part of minecraft.
Something of that scale needs to be rebuilt from the ground up imo. I would definitely help them more with their project, but I just can't find motivation to put so much work into something I'm not getting paid for. I really want to do all these fancy things with chemistry and whatnot, but I simply don't have that amount of time for something unpaid.
I think I'll consider t1a done once I get the original plans accomplished. That is
-Vechiles and equippables including mechs, planes, small boats, and sentries (~1/3 done)
-Smallarms (mostly done except crafting)
-Seeking and guided missiles (done except targeting)
-Orbital lasers and ballistic missiles. (basic functionality)
At that point it will be beta and I will put everything into polishing existing features instead of adding new ones.
Sadly this means drones are denied. I really would like to include them as well, but I simply don't have the time.
There are many many other things that I would like to add as well, but I've gotten too ambitious and need to focus on what's practical.
Kinematics are started. Includes complete newtonian mechanics including rotational momentum, directional drag, and elastic collision. Riding vehicles only by standing on them is possible ( ghetto gunships !).
Max speed is
...My math skills have been sub-par... The ratio of unhappy faces to happy ones is way too high.
My implementation of rotation as matricies makes turrets much easier now as all I have to do to render them is multiply their rotation mat by the inverse of the vehicles rotation mat. Though translating equipment to turret objects is still horribly unclear and I will probably end up rewriting half of Equipment for like the 6th time... Sooo yeah the estimated time until beta is anywhere from 2 months to a year.
Check out my mod idea! http://www.minecraft...r-with-bending/
Welllll the Mantis is a ripoff of Metal Gear Zeke, buuutI'm really not sure about this. I'll eventually make T1A open source, but I have no idea when.
Since mechs are being done with .obj you could easily mod it yourself by replacing the model files if you just want a cosmetic change.
My hope is that the vehicles I put in will be good enough that people don't feel the need for addons.
I've talked a bit with Flan before, I'm pretty sure he got the mecha idea from me at least partially lol. I also got the idea for multiple ammo types per magazine indirectly from talking with him.
Eventhough our mods are basically direct competitors hes still been rather awesome and helpful; exemplary member of the modding community.
Check out my mod idea! http://www.minecraft...r-with-bending/