Spaceships are a possibility, if I do a space mod it'll actually be proper unlike the others, maybe even with orbital mechanics; but that would be a loonng ways off. I've decided to postpone vehicles until after version 1.0, that way I can get everything else working first.
I'm going to be doing a public alpha combat test of small arms which will be posted on youtube, as soon as I can get my rl friends together; I'll post details in this thread, so follow this thread if you're interested.
Small arms aren't even done and they already look and feel 500% better than any other gun mod I've seen. I've surprised myself with how well its turning out.
Open Alpha Test!
I will post the first alpha release of T1A this Saturday at 3pm UTC-05:00 (I am posting this at 3:58pm my time, Indiana)
I will be hosting a public event at 69.245.172.231 this Saturday at 6pm (IP may chage, recheck this post if you cant logon)
All you will need is forge with T1A installed.
There will be a battle royale in a developed world with mineshafts and a city, afterwards I'll leave it open for other stuff. Invite your friends! This will be going on YouTube as the first T1A video!
From the Alpha, I see that are a lot of bugs to be worked out, but it also has potential to be a great mod.
Will this be an open sourced mod? I really want to know how you did some things.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/20/2013
Posts:
45
Location:
Austin, TX
Minecraft:
mistertime
Xbox:
mistertime
Member Details
Holy crap! This is exactly what I've been looking for. I've been scouring the forums just for this. Any way I can help? I'm not quite that advanced in math, though I would be glad to help texture/model. That is, of course, if I can Techne running on my scrap PC...
From the Alpha, I see that are a lot of bugs to be worked out, but it also has potential to be a great mod.
Will this be an open sourced mod? I really want to know how you did some things.
Im not sure, I would naturally like to make it open but Ill have to make sure my protocols are secure first because there is somewhat potential for hacking as it is.
As for how I do stuff with small arms its pretty convoluted lol I have at least 3 different Hashtables.
Holy crap! This is exactly what I've been looking for. I've been scouring the forums just for this. Any way I can help? I'm not quite that advanced in math, though I would be glad to help texture/model. That is, of course, if I can Techne running on my scrap PC...
EDIT: Wait, beta? Forgot about that. Count me in!
I need someone to make models and textures for the airships and brutalizer; missiles and ICBM silo.
Ill get the art request thread up asap but for today im working on getting the dedicated server working for today's open test; Im getting the weirdest Class not found error Ive been stuck on for hours.
When I put down a turret, it makes my game go into drunk mouse mode.
Weapons are enchantable (!)
Off to a good start, though.
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 need someone to make models and textures for the airships and brutalizer; missiles and ICBM silo.
Ill get the art request thread up asap but for today im working on getting the dedicated server working for today's open test; Im getting the weirdest Class not found error Ive been stuck on for hours.
Hmm... Airships and brutalizers.... Model? I could try my hand at concept art, but I'm better with Illustrator than a pencil. And.. two things: First, either the download link is broken, or MediaFire hates me (EDIT: Never mind. I have reconciled myself with MediaFire.). Second... I have banged my head against Java too. I feel your pain. I kept getting the weirdest error... Then I shut off my computer, and went to sleep. Next morning... No error! Don't ask me why. But hey, it worked. Something to try. Just saying.
Aaand... EDIT again:
Modeling the airship concept.
EDIT III: I really hate Techne.
EDIT IV: Screw airship for now. Doing missile silo.
EDIT V: Well, I totally misinterpreted your request. Fail. Starting over.
Fixed issues with the dedicated server, Apparently no server classes can import client code even if they don't call it.
Only 2 people showed up for the dedicated test yesterday because I had to delay it, so couldn't really do a video. It was good testing though, got a few things fixed.
This mod would be fantastic if only the small arms working in the alpha were the entirety of the mod. That being said, this easily has the capacity, and appears to be well on its way to becoming, one of the best mods out there. I have numerous ideas for things to add, some of which are more feasible than others, I have no idea how possible any of these are, as my knowledge of Java is fairly limited. I realize the list is long, so I apologize in advance.
Weapons and Accesory Stuff:
Flamethrowers
Handheld laser weapons
Grenades
EMPs
Different kinds of ammunition (incendiary, armor piercing, etc.)
Weapon mounted flashlights
Weapon mounted "laser pointers"
Vehicles and Satellites:
Tanks, to act as a alternative to mechs, they could be strong in the areas mechs are weak, and weak where mechs are strong
Add some sort of very small armament to MMWs
Missile satellites
Missile defence satellites, can hit all large missiles above a certain block height, but with a low intercept rate
Other:
Support for Gregtech
Support for Modular Power Suits
Shields for high-end armor and vehicles
Pylon structures to accelerate shield recharge and give shields to un-shielded objects
Deployable structures similar to those in the Ancient Warfare mod
"Super weapons" such as a Death Star, battleship, etc. found in stronghold-like structures
I realize it's a lot of requests, and some are probably not possible, but I've had these ideas floating around in my head for a while, and they seemed like they would fit well with this mod. Thanks for putting the effort you've put into this amazing mod.
I realize it's a lot of requests, and some are probably not possible, but I've had these ideas floating around in my head for a while, and they seemed like they would fit well with this mod. Thanks for putting the effort you've put into this amazing mod.
Flamethrowers- good idea but hard to code, id rather work on other things
Handheld laser weapons- working on it already
Grenades- derp why didnt i think of that, i can code that in like 5 minutes
EMP- will have to see how beta gameplay is to determine how that would affect balance
Different kinds of ammunition- working on that for missiles
Weapon mounted flashlights- i dont think conic lighting in minecraft is possible, at least not without heavy GL
Weapon mounted "laser pointers"- the commpack will have a targeting screen for orbital weapons
Tanks- no, because they dont make sense in minecraft, where you have a world with blocks 1m tall everywhere, you need legs.
Add some sort of very small armament to MMWs- ive thought about making them able to equip small arms
Missile satellites- ICBM silos already serve that functionality. Though RFG are a definite possibility
Missile defence satellites- im not sure how i would implement that, maybe
Support for Gregtech- ive never tried gregtech lol
Support for Modular Power Suits- ive thought of including them on the official server, thats a ways off
Shields for high-end armor and vehicles- that system is implemented already, will get around to updating the OP I really like the unique way i did the shield mechanic, most games have shields as a main damage absorber, while in - - oh youll just have to wait for the video so i can ramble about it lol
Pylon structures to accelerate shield recharge and give shields to un-shielded objects- I like that a lot but would be very difficult to code
Deployable structures similar to those in the Ancient Warfare mod- will have to see how beta gameplay goes, would make it as expansion for IC2 construction foam, i would assign this to someone else
"Super weapons" such as a Death Star, battleship, etc. found in stronghold-like structures- like artifacts? hm i like that idea, wouldnt start on it until a later version though
Don't be afraid to bump, guys, this deserves more than 1.9k views
Thanks for your rapid response. I just wanted to add another idea that I forgot about on my last post, on flashlights, who is to say that they are conic, minecraft flashlights could be pyramidal as well, though I don't know if that would help with the existing problem. My other idea is to add drones. Airborne ones would be like modern predator drones, and on the ground they would resemble the mechs from mass effect 2. They would serve as a personal escort, assist turrets in defense, and act as cannon fodder in large scale engagements. Thanks again for making this amazing mod.
Drones...They would serve as a personal escort, assist turrets in defense, and act as cannon fodder in large scale engagements.
Huh... I'm a fan of RTS but I've never even thought of adding a macro RTS mechanic to minecraft.
A list of your drones which you can select from then give orders with a shell is my first idea, that seems clunky though......
Oh wow, I just put together an idea I've had but wasn't able to realize... so much potential.... I have to consult a certain god-tier modder to see if its feasible.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
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Location:
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Minecraft:
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Member Details
Idea: CommPacks are supposed to open a GUI, right? What if you had something like
if (Player.itemEquipped = ItemCommPack) {
//[Something to indicate that the player has right-clicked on the Missile Silo]
//Code to open a GUI with minimap of world
//that would allow you to strike without using
//XY coordinates. This would make missile
//strikes much easier without having to commit
//to memory the XY stuff.
}
This is all because I hate finding XY stuff.
I'm working on a mockup of the GUI it would display, but I'm having trouble finding the Missile Silo GUI file.
Here's the mockup.
Not the best, but I'm supposed to be doing schoolwork right now.
Idea: CommPacks are supposed to open a GUI, right? What if you had something like[CODE]
allow you to strike without using
//XY coordinates. This would make missile
//strikes much easier without having to commit
//to memory the XY stuff
I would have to seriously dig up the ItemMap code, would probably be worth it though, ill have to eventually do the same for radar.
The commpack will treat all your owned silos as one and randomly fire a missile from any of them unless you tell it which one with an index. Satellites are the same except you cannot specify which as they evenly share power.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
Idea: CommPacks are supposed to open a GUI, right? What if you had something like
if (Player.itemEquipped = ItemCommPack) {
//[Something to indicate that the player has right-clicked on the Missile Silo]
//Code to open a GUI with minimap of world
//that would allow you to strike without using
//XY coordinates. This would make missile
//strikes much easier without having to commit
//to memory the XY stuff.
}
This is all because I hate finding XY stuff.
I'm working on a mockup of the GUI it would display, but I'm having trouble finding the Missile Silo GUI file.
Here's the mockup.
Not the best, but I'm supposed to be doing schoolwork right now.
If you are interested in adding an RTS mechanic, this might be a good way to implement it. You could have friendly drones show up as green, hostiles show up as red. You could also have an overlay to show barriers not passible by them, though I'm not sure if that is possible.
For now I'm going to say "no" to a drone system because I have enough stuff to do already. That would be a lot of complicated AI coding. Perhaps in v2 though.
Spaceships are a possibility, if I do a space mod it'll actually be proper unlike the others, maybe even with orbital mechanics; but that would be a loonng ways off. I've decided to postpone vehicles until after version 1.0, that way I can get everything else working first.
I'm going to be doing a public alpha combat test of small arms which will be posted on youtube, as soon as I can get my rl friends together; I'll post details in this thread, so follow this thread if you're interested.
Small arms aren't even done and they already look and feel 500% better than any other gun mod I've seen. I've surprised myself with how well its turning out.
I will post the first alpha release of T1A this Saturday at 3pm UTC-05:00 (I am posting this at 3:58pm my time, Indiana)
I will be hosting a public event at 69.245.172.231 this Saturday at 6pm (IP may chage, recheck this post if you cant logon)
All you will need is forge with T1A installed.
There will be a battle royale in a developed world with mineshafts and a city, afterwards I'll leave it open for other stuff. Invite your friends! This will be going on YouTube as the first T1A video!
Will this be an open sourced mod? I really want to know how you did some things.
My $200* rig - http://pcpartpicker.com/b/IsU
EDIT: Wait, beta? Forgot about that. Count me in!
Im not sure, I would naturally like to make it open but Ill have to make sure my protocols are secure first because there is somewhat potential for hacking as it is.
As for how I do stuff with small arms its pretty convoluted lol I have at least 3 different Hashtables.
Already working on it :3
I need someone to make models and textures for the airships and brutalizer; missiles and ICBM silo.
Ill get the art request thread up asap but for today im working on getting the dedicated server working for today's open test; Im getting the weirdest Class not found error Ive been stuck on for hours.
Some items have missing textures.
When I put down a turret, it makes my game go into drunk mouse mode.
Weapons are enchantable (!)
Off to a good start, though.
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.
Aaand... EDIT again:
Modeling the airship concept.
EDIT III: I really hate Techne.
EDIT IV: Screw airship for now. Doing missile silo.
EDIT V: Well, I totally misinterpreted your request. Fail. Starting over.
Only 2 people showed up for the dedicated test yesterday because I had to delay it, so couldn't really do a video. It was good testing though, got a few things fixed.
Art thread is up.
Weapons and Accesory Stuff:
Flamethrowers
Handheld laser weapons
Grenades
EMPs
Different kinds of ammunition (incendiary, armor piercing, etc.)
Weapon mounted flashlights
Weapon mounted "laser pointers"
Vehicles and Satellites:
Tanks, to act as a alternative to mechs, they could be strong in the areas mechs are weak, and weak where mechs are strong
Add some sort of very small armament to MMWs
Missile satellites
Missile defence satellites, can hit all large missiles above a certain block height, but with a low intercept rate
Other:
Support for Gregtech
Support for Modular Power Suits
Shields for high-end armor and vehicles
Pylon structures to accelerate shield recharge and give shields to un-shielded objects
Deployable structures similar to those in the Ancient Warfare mod
"Super weapons" such as a Death Star, battleship, etc. found in stronghold-like structures
I realize it's a lot of requests, and some are probably not possible, but I've had these ideas floating around in my head for a while, and they seemed like they would fit well with this mod. Thanks for putting the effort you've put into this amazing mod.
Flamethrowers- good idea but hard to code, id rather work on other things
Handheld laser weapons- working on it already
Grenades- derp why didnt i think of that, i can code that in like 5 minutes
EMP- will have to see how beta gameplay is to determine how that would affect balance
Different kinds of ammunition- working on that for missiles
Weapon mounted flashlights- i dont think conic lighting in minecraft is possible, at least not without heavy GL
Weapon mounted "laser pointers"- the commpack will have a targeting screen for orbital weapons
Tanks- no, because they dont make sense in minecraft, where you have a world with blocks 1m tall everywhere, you need legs.
Add some sort of very small armament to MMWs- ive thought about making them able to equip small arms
Missile satellites- ICBM silos already serve that functionality. Though RFG are a definite possibility
Missile defence satellites- im not sure how i would implement that, maybe
Support for Gregtech- ive never tried gregtech lol
Support for Modular Power Suits- ive thought of including them on the official server, thats a ways off
Shields for high-end armor and vehicles- that system is implemented already, will get around to updating the OP I really like the unique way i did the shield mechanic, most games have shields as a main damage absorber, while in - - oh youll just have to wait for the video so i can ramble about it lol
Pylon structures to accelerate shield recharge and give shields to un-shielded objects- I like that a lot but would be very difficult to code
Deployable structures similar to those in the Ancient Warfare mod- will have to see how beta gameplay goes, would make it as expansion for IC2 construction foam, i would assign this to someone else
"Super weapons" such as a Death Star, battleship, etc. found in stronghold-like structures- like artifacts? hm i like that idea, wouldnt start on it until a later version though
Don't be afraid to bump, guys, this deserves more than 1.9k views
Huh... I'm a fan of RTS but I've never even thought of adding a macro RTS mechanic to minecraft.
A list of your drones which you can select from then give orders with a shell is my first idea, that seems clunky though......
Oh wow, I just put together an idea I've had but wasn't able to realize... so much potential.... I have to consult a certain god-tier modder to see if its feasible.
This is all because I hate finding XY stuff.
I'm working on a mockup of the GUI it would display, but I'm having trouble finding the Missile Silo GUI file.
Here's the mockup.
Not the best, but I'm supposed to be doing schoolwork right now.
I would have to seriously dig up the ItemMap code, would probably be worth it though, ill have to eventually do the same for radar.
The commpack will treat all your owned silos as one and randomly fire a missile from any of them unless you tell it which one with an index. Satellites are the same except you cannot specify which as they evenly share power.
If you are interested in adding an RTS mechanic, this might be a good way to implement it. You could have friendly drones show up as green, hostiles show up as red. You could also have an overlay to show barriers not passible by them, though I'm not sure if that is possible.