Poll: Would you like a MMO-style levelling system?
I'm thinking of adding an MMO-style levelling system, with various levels for each gun type and also base stats like attack and health. You'd level up by getting shots on target for XP, and levelling up can unlock new weapontypes/boost your stats.
A lot of stuff tweaked but nothing majorly amazing. Guns are starting to be a bit more functional for a survival system now though (Just need range/damage/recoil to vary and damage components, plus recipes for components, then they'll be stable (but not recommended!) for survival mode.)
The log of changes:
Started work on loot crates - admin-created/world-generated boxes which will give the player that uses it an item. They work in two ways - either they log the player name and give every using player the item, or they will regenerate over a configurable time. This means you can make locations much more interesting for every player, instead of just one. My randomly generated military bases will have these. (They will probably look like the lootables in Borderlands - fancy modernistic chests etc)
Note: you can’t rotate them just yet!
Began weapon accuracy system:
Gun parts have a base effect on accuracy. Accuracy is shown as a percentage on the gun’s tooltip.
Aiming down sights will increase accuracy, as will sneaking.
Moving, taking damage, and firing will reduce accuracy
Added a custom crosshair
Crosshair changes colours for nothing (white), passive mob (green), hostile (red) or unknown (yellow)
Crosshairs also move closer/further from one another to visually represent accuracy
Reworked some gun code to make it cleaner and more efficient.
You can now fire a gun in creative mode. If a round is in the chamber, it’ll use that (without consuming it), else it’ll create one with brass casing and a lead bullet and use it instantly.
Fixed Xray shooting (Guns would totally ignore walls and shoot an entity clean through them.)
Added VERY EARLY recoil system. The autoreset is a little slow, and there’s no accelerator for multiple shots yet either, and the recoil is a flat rate (Will eventually be set based off the weight of parts and length of gun)
By popular request, opened the source. It's still messy for now but apparently people want to see how I do stuff or something. (The key is I'm raytracing to my target instead of firing entities at them - it's much quicker, cleaner, more accurate and more realistic than the way most gun mods work.)
I need someone who can design awesome banners and logos for free because I'm a cheapskate. If you love doing stuff for free (You'll get credit of course), message me and I'll describe what I want
If it's really really good I might chuck my next Amazon voucher from curse your way. I just don't have any money
Amazing changes, and awesome Open-source, I will try my best to see what I can contribute given the chance. This is however an awesome mod.
Rollback Post to RevisionRollBack
I may be crazy, or maybe you're the crazy one, time will spill it soon enough click us, or we die
Amazing changes, and awesome Open-source, I will try my best to see what I can contribute given the chance. This is however an awesome mod.
Awesome! There's a few bugs I've had that I've backburner'd for now because they were bugging me (ha, pun), feel free to take a look at those if you have any insight?
- Dropped guns need to be custom EntityItems (EntityItem should prevent gun breaking in lava etc, not rotate (lie flat on the ground) and not despawn). Bug is that when using a custom EntityItem, it crashes the game on creating it, or if not the item just instantly despawns. Probably doing it wrong.
- Components aren’t being damaged on firing (possibly something to do with custom item container code - been meaning to chase coolAlias about it as I followed his guide creating it). Each time the gun fires all internal parts should have a 50% chance of taking damage. If the gun doesn't have a round in (dry fire) the firing pin should get 5 damage points.
- The round doesn’t visibly appear in the GUI if it’s extracted from the mag with the GUI open. closing and reopening shows the round properly (the round IS there, just can’t be seen until you reload the GUI. Almost certainly a container bug, not sure what though.)
- Rounds don’t render correctly when dropped/in hand. Might switch to using a 3D render for the rounds (tessellated), it's just a pain to do. Problem is due to a custom renderer that renders the casing and bullet separately and stitches them as a single texture, so I only need about 25 textures instead of hundreds.
As part of the RPG element of the mod (levelling) I'm going to add a sort of skills system.
It will be bound to the player, and each level you'll unlock a new skill, for example Dodge (Double tap A or D to dodge to the side quickly). The skills will mostly focus around combat but I might have some that help with weaponcraft too. Tie them in with an advanced AR headset (part of my armour system) and you can be a pretty competent fighter combining your own skill & reflexes with your weapon.
Just like the levels and modifier cores they can easily be disabled on the server. If the level system is disabled but this is on, then all skills are automatically unlocked.
I probably won't get around to implementing this until beta (along with the level system) - but I'm interested to hear your ideas of skills I can add, so throw them at me!
This week I've been toying with the RPG/levelling system.
"But Flenix" I hear you cry. "You said that's not coming until beta!"
I lied I wanted something different to work on so explored my possibilities.
The result? I'm splitting the RPG side into a separate mod, to keep everyone happy. On top of that, it's a really simple API, so other mods can very easily use it for just about any sort of skills they want. (Maybe I'll add a Cooking level to FlenixCitiesFood...)
It's still quite early in progress as I don't have the skill equipping system yet - so all loaded skills are equipped to everyone. But, if you want to toy around with it, here's the downloads and githubs (developers will want the source!)
ExampleSkills is a demo of sorts - it shows developers how to make skills and register them with RPGCore. You will earn experience every time you jump for the Jump skill, and every time you punch a mob for the Punch skill.
Once I start weapon skills, AdvancedArmoury will have a soft-depend on RPGCore - if you don't have RPGCore installed you won't get any skills and therefore AA will just be a generic gun mod. You can of course auto-unlock all skills for everyone via the configs still, but it will still require RPGCore to do that.
I'll stick this as a spoiler in the main post too so if you want updates, you won't have to go searching for it. It doesn't warrant it's own forum post yet - maybe later.
I am liking everything you do man all your mods ,and everything man ! I wish you would fix all the textures in your roads mod and bring your cities mod for 1.6.4 to 1.7.10 ,but I would probably just be asking for to much ,but I do appreciate what you do do . I love all your mods man . Keep up the good work !
This is sooo awesome man so glad you decided to split up your mods like you do makes great opportunity for them to be used in so many different ways.
Thanks I like making things as modular as possible so they can be used for almost any situation. Personally I love modern/futuristic stuff and feel that's heavily ignored in Minecraft so focus on that but there's no reason my stuff can't be used in fantasy settings either, or even medieval (Obviously not AA in particular for that one...)
I am liking everything you do man all your mods ,and everything man ! I wish you would fix all the textures in your roads mod and bring your cities mod for 1.6.4 to 1.7.10 ,but I would probably just be asking for to much ,but I do appreciate what you do do . I love all your mods man . Keep up the good work !
RPG sideproject is almost finished now (I'll update download links & info tomorrow), so what do you guys want me to work on in AA next? If I don't get any suggestions I'll work on Pistols, because that's the first gun you'll have access to with the levelling system, so I need it for testing
Thanks I like making things as modular as possible so they can be used for almost any situation. Personally I love modern/futuristic stuff and feel that's heavily ignored in Minecraft so focus on that but there's no reason my stuff can't be used in fantasy settings either, or even medieval (Obviously not AA in particular for that one...)
Cities has been on 1.7.10 for over 18 months...
I take this back it was FlenixCitiesFood and FlenixCitiesResearch that have alot of missing textures especially the food . I was just wondering when you had planned on finishing those 2 . I love all your mods ! I use them all .
I take this back it was FlenixCitiesFood and FlenixCitiesResearch that have alot of missing textures especially the food . I was just wondering when you had planned on finishing those 2 . I love all your mods ! I use them all .
Food I need help with the textures, there's literally hundreds as you can see and I'm only one guy! I'm doing them slowly but surely though.
Food I need help with the textures, there's literally hundreds as you can see and I'm only one guy! I'm doing them slowly but surely though.
Man I have been practicing in PhotoShop lately ,and if I get to a point I feel comfortable in helping I would be happy to . Ill let you know ,and if you want me to help just let me know then .
Alright - it's just meats really. I only need raw textures too - I'm going to rewrite the renderer a bit so the cooked variants as well as burnt/mouldy will texture themselves.
Back on-topic, if you fancy doing a logo for AA that'd be cool
I am someone who voted for "No, MMOs suck" but not because I don't like MMOs (RPGs) but because of the promise you made, to make the mod realistic and guns don't get better the more you use them, in the real world it's the opposite. So I'd propose that when people really want MMO (RPG) style gameplay they can enable it in the config, and those who want it realistic can just disable it.
GUNS don't get better no - but the people using them do. But yes, the RPG elements will be optional regardless, I've split them into an entirely separate mod. If you have the mod, you get all the RPG features - if you don't you just get guns.
I need someone who can design awesome banners and logos for free because I'm a cheapskate. If you love doing stuff for free (You'll get credit of course), message me and I'll describe what I want
I've spent 10 years playing with Photoshop CS2, did a bit of classes on PS at the Art Institute.... I want a gun mod that'll make me stop searching for gun mods for 1.8.9...
Haven't downloaded it or anything but I want to give it a go, just worried since you said it'll wreck my worlds eventually in the future... Anyway, you've given some interesting content, I was thinking if you told me what kind of logos and banners you wanted I'd give it a shot in the ol' Photoshop for you, maybe help spur you on to make this mod safe to play for the average modded Meinkraftian.
I've spent 10 years playing with Photoshop CS2, did a bit of classes on PS at the Art Institute.... I want a gun mod that'll make me stop searching for gun mods for 1.8.9...
Haven't downloaded it or anything but I want to give it a go, just worried since you said it'll wreck my worlds eventually in the future... Anyway, you've given some interesting content, I was thinking if you told me what kind of logos and banners you wanted I'd give it a shot in the ol' Photoshop for you, maybe help spur you on to make this mod safe to play for the average modded Meinkraftian.
I hate to disappoint but for the foreseeable future this is being developed for 1.7.10. It's a much better platform for modding and gives more freedom to us as modders
I've actually just had an old school friend offer to make me (pretty cool so far) logo and he's doing some models too. However once the logo is done, you're more than welcome to make some banners using it if you want?
As for testing, you can simply make a new Minecraft instance if you want to keep your worlds safe. The next version SHOULD be stable for worlds as I've done the changes I had planned (and as expected, did encounter a bit of corruption in one world), so it's moving up to alpha - but I'd still recommend using backups. Hopefully that'll be out by the end of this or next week.
This next update I've been working on is a big one. The majority of RPGcore is done, and I've got the first stages of integration completed too - there's an Assault Rifle skill which you level up by shootin' stuff, and an Assault Rifle Crafting skill which you level up by craftin' stuff.
On top of that, I'm totally rehauling how I make my items - a change I've been talking about for a while. Now, instead of me coding constantly to say "Make a gold bolt... make a gold trigger...make a gold everything" over and over again for all materials, I just provide the statistics for gold; it's weight, it's durability, what colour it is and so on.
From that, the game runs through a loop and generates a full set of items, with names and statistics matching the ones I input, and a white texture recoloured using the colour I provided (basically how grass works in different biomes).
The great thing about doing this, is I used a config file for it. That means if you've got some weird custom material in your game I don't know about, you can literally just edit the config file, add your material and stats, and the game will go and create aprox. 120 new items using your material, opening up another billion options for guns.
Now, the DOWNSIDE to this, is it requires a total rewrite of my item code. If I just used that and moved on with my life, the default mod would generate about 10,000 items once all gun types were added, and ANOTHER 10,000 after a super secret update I have planned for the distant future. That's 20,000 items - Forge only had 37,000~ available, so it'd be kind of selfish of me to do that.
Instead, I will do that rewrite. Each material will use one ID per weapon type, and from there I'll use custom data tags to actually differentiate whether it's a bolt, or a trigger, or whatever. Instead of 10,000 item IDs, it'll generate around 350 (but still giving the same amount of usable, tangible items).
So yeah, that's my current state of affairs. I'm hoping to get the next update out (Which moves us to ALPHA, 0.1.0) by the end of May If anyone wants to help with further testing before that, come find me in esper IRC: #silvania or #flenix
Amazing changes, and awesome Open-source, I will try my best to see what I can contribute given the chance. This is however an awesome mod.
I may be crazy, or maybe you're the crazy one, time will spill it soon enough
click us, or we die
Nice mod
why thank you
Awesome! There's a few bugs I've had that I've backburner'd for now because they were bugging me (ha, pun), feel free to take a look at those if you have any insight?
- Dropped guns need to be custom EntityItems (EntityItem should prevent gun breaking in lava etc, not rotate (lie flat on the ground) and not despawn). Bug is that when using a custom EntityItem, it crashes the game on creating it, or if not the item just instantly despawns. Probably doing it wrong.
- Components aren’t being damaged on firing (possibly something to do with custom item container code - been meaning to chase coolAlias about it as I followed his guide creating it). Each time the gun fires all internal parts should have a 50% chance of taking damage. If the gun doesn't have a round in (dry fire) the firing pin should get 5 damage points.
- The round doesn’t visibly appear in the GUI if it’s extracted from the mag with the GUI open. closing and reopening shows the round properly (the round IS there, just can’t be seen until you reload the GUI. Almost certainly a container bug, not sure what though.)
- Rounds don’t render correctly when dropped/in hand. Might switch to using a 3D render for the rounds (tessellated), it's just a pain to do. Problem is due to a custom renderer that renders the casing and bullet separately and stitches them as a single texture, so I only need about 25 textures instead of hundreds.
Paving the way to a better world!
Wow so cool
As part of the RPG element of the mod (levelling) I'm going to add a sort of skills system.
It will be bound to the player, and each level you'll unlock a new skill, for example Dodge (Double tap A or D to dodge to the side quickly). The skills will mostly focus around combat but I might have some that help with weaponcraft too. Tie them in with an advanced AR headset (part of my armour system) and you can be a pretty competent fighter combining your own skill & reflexes with your weapon.
Just like the levels and modifier cores they can easily be disabled on the server. If the level system is disabled but this is on, then all skills are automatically unlocked.
I probably won't get around to implementing this until beta (along with the level system) - but I'm interested to hear your ideas of skills I can add, so throw them at me!
Paving the way to a better world!
Project Update:
This week I've been toying with the RPG/levelling system.
"But Flenix" I hear you cry. "You said that's not coming until beta!"
I lied I wanted something different to work on so explored my possibilities.
The result? I'm splitting the RPG side into a separate mod, to keep everyone happy. On top of that, it's a really simple API, so other mods can very easily use it for just about any sort of skills they want. (Maybe I'll add a Cooking level to FlenixCitiesFood...)
It's still quite early in progress as I don't have the skill equipping system yet - so all loaded skills are equipped to everyone. But, if you want to toy around with it, here's the downloads and githubs (developers will want the source!)
RPGCore: [Download] - [GitHub]
ExampleSkills: [Download] - [GitHub]
ExampleSkills is a demo of sorts - it shows developers how to make skills and register them with RPGCore. You will earn experience every time you jump for the Jump skill, and every time you punch a mob for the Punch skill.
Once I start weapon skills, AdvancedArmoury will have a soft-depend on RPGCore - if you don't have RPGCore installed you won't get any skills and therefore AA will just be a generic gun mod. You can of course auto-unlock all skills for everyone via the configs still, but it will still require RPGCore to do that.
I'll stick this as a spoiler in the main post too so if you want updates, you won't have to go searching for it. It doesn't warrant it's own forum post yet - maybe later.
Paving the way to a better world!
I am liking everything you do man all your mods ,and everything man ! I wish you would fix all the textures in your roads mod and bring your cities mod for 1.6.4 to 1.7.10 ,but I would probably just be asking for to much ,but I do appreciate what you do do . I love all your mods man . Keep up the good work !
This is sooo awesome man so glad you decided to split up your mods like you do makes great opportunity for them to be used in so many different ways.
Thanks I like making things as modular as possible so they can be used for almost any situation. Personally I love modern/futuristic stuff and feel that's heavily ignored in Minecraft so focus on that but there's no reason my stuff can't be used in fantasy settings either, or even medieval (Obviously not AA in particular for that one...)
Cities has been on 1.7.10 for over 18 months...
Paving the way to a better world!
RPG sideproject is almost finished now (I'll update download links & info tomorrow), so what do you guys want me to work on in AA next? If I don't get any suggestions I'll work on Pistols, because that's the first gun you'll have access to with the levelling system, so I need it for testing
Paving the way to a better world!
I take this back it was FlenixCitiesFood and FlenixCitiesResearch that have alot of missing textures especially the food . I was just wondering when you had planned on finishing those 2 . I love all your mods ! I use them all .
Food I need help with the textures, there's literally hundreds as you can see and I'm only one guy! I'm doing them slowly but surely though.
Paving the way to a better world!
Man I have been practicing in PhotoShop lately ,and if I get to a point I feel comfortable in helping I would be happy to . Ill let you know ,and if you want me to help just let me know then .
Alright - it's just meats really. I only need raw textures too - I'm going to rewrite the renderer a bit so the cooked variants as well as burnt/mouldy will texture themselves.
Back on-topic, if you fancy doing a logo for AA that'd be cool
Paving the way to a better world!
are the textures pretty uniform? I mean I could help but having multiple texture makers could make things look a bit weird.
Yeah, they're all just meats. Some exist already so you can see how they look
If you have anything else to ask about FCF message me, as much as I'm enjoying these free bumps we should keep the thread on topic.
Paving the way to a better world!
GUNS don't get better no - but the people using them do. But yes, the RPG elements will be optional regardless, I've split them into an entirely separate mod. If you have the mod, you get all the RPG features - if you don't you just get guns.
Paving the way to a better world!
I've spent 10 years playing with Photoshop CS2, did a bit of classes on PS at the Art Institute.... I want a gun mod that'll make me stop searching for gun mods for 1.8.9...
Haven't downloaded it or anything but I want to give it a go, just worried since you said it'll wreck my worlds eventually in the future... Anyway, you've given some interesting content, I was thinking if you told me what kind of logos and banners you wanted I'd give it a shot in the ol' Photoshop for you, maybe help spur you on to make this mod safe to play for the average modded Meinkraftian.
I hate to disappoint but for the foreseeable future this is being developed for 1.7.10. It's a much better platform for modding and gives more freedom to us as modders
I've actually just had an old school friend offer to make me (pretty cool so far) logo and he's doing some models too. However once the logo is done, you're more than welcome to make some banners using it if you want?
As for testing, you can simply make a new Minecraft instance if you want to keep your worlds safe. The next version SHOULD be stable for worlds as I've done the changes I had planned (and as expected, did encounter a bit of corruption in one world), so it's moving up to alpha - but I'd still recommend using backups. Hopefully that'll be out by the end of this or next week.
Paving the way to a better world!
As an update for anyone following the mod;
This next update I've been working on is a big one. The majority of RPGcore is done, and I've got the first stages of integration completed too - there's an Assault Rifle skill which you level up by shootin' stuff, and an Assault Rifle Crafting skill which you level up by craftin' stuff.
On top of that, I'm totally rehauling how I make my items - a change I've been talking about for a while. Now, instead of me coding constantly to say "Make a gold bolt... make a gold trigger...make a gold everything" over and over again for all materials, I just provide the statistics for gold; it's weight, it's durability, what colour it is and so on.
From that, the game runs through a loop and generates a full set of items, with names and statistics matching the ones I input, and a white texture recoloured using the colour I provided (basically how grass works in different biomes).
The great thing about doing this, is I used a config file for it. That means if you've got some weird custom material in your game I don't know about, you can literally just edit the config file, add your material and stats, and the game will go and create aprox. 120 new items using your material, opening up another billion options for guns.
Now, the DOWNSIDE to this, is it requires a total rewrite of my item code. If I just used that and moved on with my life, the default mod would generate about 10,000 items once all gun types were added, and ANOTHER 10,000 after a super secret update I have planned for the distant future. That's 20,000 items - Forge only had 37,000~ available, so it'd be kind of selfish of me to do that.
Instead, I will do that rewrite. Each material will use one ID per weapon type, and from there I'll use custom data tags to actually differentiate whether it's a bolt, or a trigger, or whatever. Instead of 10,000 item IDs, it'll generate around 350 (but still giving the same amount of usable, tangible items).
So yeah, that's my current state of affairs. I'm hoping to get the next update out (Which moves us to ALPHA, 0.1.0) by the end of May If anyone wants to help with further testing before that, come find me in esper IRC: #silvania or #flenix
Paving the way to a better world!