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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    I need to double check that Forge is updated to 1.1 and then I will get the current version updated to 1.1, and then I'll be back to work on adding new things!
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    Hey guys, sorry about the lack of my presence in this thread recently - it's been a really hectic and busy holiday time for me. I'm still working on new features and bug fixes for Combat++, but I haven't been able to do anything on the mod since the last update.

    Anyway, quick responses:


    Quote from Xilver

    Dunno why, but for some reason this mod didn't add much. All the new things I saw were:

    Skeletons w/ armor and swords
    Conjurers
    Zombies with animated attack & arms at side
    Slower attacking with changed block
    VERY ineffective sweep attack


    Uhh, at this point in the mod's life, that's pretty much all the visual stuff it adds - there are some mechanics I've talked about quite a bit that have been added related to types of attacks and mobs responding to what you're doing and attempting to counter, etc that are more behind the scenes. It might seem like the sweep attack is ineffective as the mobs are probably blocking it.


    Quote from xXRyanXx

    Whenever I load up a world, it goes straight to a "Saving Chunks" error. Any ideas why? If it helps I'm using an older version of MCForge, i.e. 1.2.0


    Huh. What error are you getting? I can't do much about it without knowing what error is happening. If you're on windows, download this and run it - it'll give you an error report you can copy and paste.

    Quote from Kingdom561

    I checked and reinstalled everything this still happens along with a bug.
    When I block my sword appears on the far right side of the screen.


    Huh, that's odd... Overwriting the file should make the animations not work at all instead of working odd... must be something odd with SPC and how it modifies files. I'll have to look into it. Is SPC compatible with Forge?

    Quote from Luxander

    This mod deserves more attention and I hope you continue tweaking and enhancing it.

    BUMP.


    Working on it, haha! It hasn't been forgotten!


    Quote from BeTheMac

    Love the idea of this mod, but I'm using smart moving (and hey, I read this page before posting and see you're aware and trying to fix the conflict) which is awesome. Just have one request, would it be possible to make a non-forge reliant version?

    Oh, I've also posted on the Smart moving forum about the conflict.


    The reason it's reliant on Forge is that I edit a class that Forge also edits - I don't think I can make my changes using Forge - and since it's a royal pain to maintain two versions of that class file - in order to do that I need two programming environments that I would have to keep identical at all times as I need to have Forge installed in order for it to compile to do anything with the mod if it has the Forge code in it.

    As such, it's much simpler for me to make Forge a requirement for Combat++, so unless there are significant issues with Forge, it will most likely stay that way.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    Quote from Glace1221

    Will it cause any issues in combat?

    As long as I can use this mod and tell what's going on, that's great!



    Nope! Combat mechanics are handled in my playerbase class (My_Player) and are called as expected by Player API, Smart Moving just prefers its own renderer and model. Attack speed and multi hit mechanics should be maintained, along with the other features of the mod, it'll just show a slowed down version of the default attack in third person. Only annoying thing will be that blocking will look instant in third person, so you might end up taking more damage than you think in third person.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    Quote from Glace1221

    <snip>
    Smart Moving



    Yeah, as I said before, Smart Moving uses its own player model and renderer in addition to its own player for Player API, and it is loaded first so I can't really do a whole lot about the animations in third person, as it will require merging several files for each mod. All the mechanics are in place and functioning, but Combat++'s third person player animations won't play.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    Hrm, I'll take a look at it, as it worked last I checked. What mods do you have installed?
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    Quote from Glace1221

    I installed the latest version of the mod, and there's no conflicts! However, I don't see a sweeping animation when attacking while in sneak, and when in 3rd person view, the blocking animation is still pretty fast.

    How do I tell if the mod is working?


    Did you install MC Forge before or after Combat++? Installing Forge afterwards would cause first person animations to not display. Also, blocking is supposed to be fast - should take less than half the time of an attack so that you can be blocking when the attack hits, if you respond fast enough.

    Otherwise, a simple test is if skeletons and zombies have their arms at their side when not in combat with you, or if some skeletons spawn holding swords instead of bows, and possibly wearing armor.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    Quote from Eliuser12

    About different weapons, May you add Daggers? Not throwing, like daggers for stealth. Possibly could you make it to where sneaking makes mobs not detect you at a cerain range/angle? Then a dagger could do extra damage when you're undetected. Also, what are your thoughts on assassination animations? I honestly think "Sneak" Doesn't live up to it's name except in PvP or helping my buds get rid of Griefers/Grief the Griefers.

    Also, I'd like to have ranged mechanics :biggrin.gif: I think bows are pretty useless unless you charge them, and honestly any mod that adds crossbows is better than the vanilla bow... That should be different.

    Also, have you thought of doing hit differences? (Headshots kill instantly, Torso does normal damage, Leg hits do low damage)


    I've been thinking on daggers and how to accomplish it, because one of my ideas was the ability to have daggers as one item that would render as two. This is pretty much the "if I can accomplish this, I can make dual wielding" step. It'll require a lot of OpenGL work, but if (key word being if) I can make it work, I'm going to add dual wielding to Combat++, which will bring with it off hand usage and whole new mechanics. But that's a big if that's not nearly so simple as "put a variable here and assign an item to it"

    I'm trying to redefine sneaking as crouching; it simply lets you get a lower attack at the target. Skyrim esque stealth killing animations are not currently in the works.

    Ranged mechanics are in the works, albeit loosely. I currently have my own files for the bow item and the arrow entity that I have already replaced the defaults with. They will have no ill effects on the game if you uninstall Combat++, as the bow perfectly replaces the original. I've got some ideas right now about items with right click functionality to change how either the bow or arrows work, but that's going to wait until I have some more solid ideas and make sure that the current release is as bug free as possible. One example is an orb that causes arrows to spawn torches at the location they impact, or an item that halves bow draw speed and damage, etc. All I have to figure out how to do (that I don't already know or will be able to figure out fairly easy) is to remotely damage an item, but I don't think that's too hard.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    Version 1.1.0 released:

    Downloads:

    - Adf.ly / Direct (Dropbox)

    Change log:

    • Exhaustion added to the new sword swings, as well as blocking and taking damage. Blocking adds less exhaustion than taking flat damage
    • Damage immune mobs - ex: those that are blocking with diamond swords - no longer appear to be taking damage
    • Player Renderer issues fixed - Now properly compatible with mods that modify RenderPlayer, as well as eliminating the crash caused by installing MC Forge after Combat++
    • New Zombie Pigmen properly spawn in Nether Fortresses now... unfortunately as there were issues with this, resulting in the need to modify a new base class. This class is specific to Nether strongholds, so compatibility should not be affected unless it's a mod that I haven't heard of.

    Edit: Installing MC Forge after installing Combat++ will not crash anymore, but instead will just not show animations in first person, also now compatible with mods like Smart Moving, but it appears that Smart Moving takes priority. This is based on functionality of Player API.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    Quote from Asadgunz

    Instead of making dual wield, why dont if you have a shield in your inventory, it will automaticly equip with your sword as you use the sword alone. As you use the sword there will be a shiled on your left hand, press right click and block. Anyway, gona test this version :biggrin.gif:


    There's a mod that's being worked on by another member of #risucraft that has shields involved, I've been debating talking to him about some sort of functionality / confirmed compatibility between Combat++ and his mod, when it's released.


    smp support please


    It is on my to do list, but, as of yet, SMP coding is outside of my repertoire.


    Quote from PwnZer101

    please put a jump attack where you jump in the air and attack then the sword goes directly in front of u and swings down while in air.And a spin attack where you hold f and attack then you spin with the sword in front of you and it damages every mob right by you


    The power attack is effectively the jump attack, only at a different angle. It's kind of hard to tell, but the sword pauses until you land. I'm kinda lousy at matrix transformation which means that my animation skills are rather sub par...

    About the spin attack - I've thought of it before and like the idea - but it might be based on strafe movement (left / right) instead of a button press. I could probably make this fairly simple for the next release as v1.1.0 is currently in my final testing stages and should be ready for release before the night is out.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    Quote from Glace1221

    Uh, is this mod compatible with Smart Moving? And just to make sure, how do I install the mod? Do I drag the files into the minecraft.jar or do I put them in the mods folder?


    Unfortunately, it doesn't appear so in the current version of Combat++; I'm going to work on fixing the issue that's causing it - I need to modify some of my player renderer class so I can properly extend RenderPlayer, which will fix a couple errors. Hopefully in the next release I will have the problem solved, along with some other issues that cropped up.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    Quote from GeoCrown

    my ideas for this mod: equitable shields,diffrent types of swords,and swords on the back and a equitpable quiver.


    Without dual wield - which is something I looked into previously and had some issues with, but am thinking about looking into again - the shields would effectively be like swords that can't attack. However, I may yet add new types of weapons, but no guarantees. Sword sheathing would be incredibly hard to accomplish without a major re-write of the game itself, and, unless I can figure out how to do it without doing that, it'll probably be out of the question. Same for the equippable quiver, but I might add quivers to the game, and will possibly look into equipping items, because I like the idea.

    In other news, I'm working on fixing the two known bugs with this version; it looks like the spawning of old zombie pigmen in fortresses might be a little hard to fix as it's a hard coded spawn list, but I'm working on it. Also planning on adding dynamic exhaustion to melee attacks and blocking.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    Quote from Corosus

    Hmm from the looks of the updates I like where this mod is going, can't wait to try it, in the meantime incase you miss my .tell: java.lang.ClassCastException: My_RenderPlayer cannot be cast to zr (RenderPlayer)

    New bug maybe?


    Haven't been on IRC yet - I'll check in a minute when I get on my laptop. Where is this happening? I know it happens in ItemRenderer if you install forge after Combat++, which is the reason for the install order :tongue.gif:


    Quote from Luxander

    Heck yes. I'm really glad this mod remained on its feet.

    I'm hoping that perhaps you could work with Divisor, who brought us the Smart Moving mod, so you can use his Stamina system to make battle tiring for the player, and more strategic.


    Hrm, didn't even think of that! Good idea, I'll look into it.
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    V1.0.0 Released!

    - Download

    Change log:

    - We're live, folks! Welcome to the full release (more will still be added, but I think it's at a point where it's enough to be called a "complete" mod
    - Rudimentary jump animation for mobs and player when not on creative mode - causes issues when flying otherwise
    - Animations are now part of the attacks for all entities - Entity is grabbed when attack starts but only attacked when on ground and halfway through animation
    - Slowed down attacks - normal attack slightly, swipe attack significantly
    - Skeletons and zombies can crit on power (jumping) attacks now
    - Skeletons and zombies will only power attack if their target is blocking
    - Minimized the code called each tick in game for better performance
    - Melee skeletons can now block
    - Blocking changed to reduce damage based on the material of the equipped sword - wood = 1/5 damage, diamond = no damage.
    - Better equipped mobs - higher leveled - are smarter and will counter their targets more effectively
    - Blocking skeletons aren't knocked back
    - Blocking only prevents damage if the crouching state of the defending entity matches that of the attacking entity, as well as only if you are facing the attacking entity
    - The player can't block if swinging and can't swing if blocking. Same for skeletons.
    - If the player / skeleton / zombie are hit while in the air power attacking, they'll be knocked back
    - Zombie Pigmen got the skeleton treatment - anything here that says skeleton also applies to pigmen, but they still have the default pigmen behavior
    - Spawn rates modified - Combat++ mobs' group spawning numbers halved, spawn rates doubled. Conjurers spawn at the same rate as Endermen.
    - Fixed a couple null pointer exceptions that I missed somehow

    At this point, I'm gonna contact a mod to have this thread moved to the main mod forums, as it's at a point that I consider good enough for release. Here's where the fun really starts!

    Edit: First post restructured and reported for movement. Hopefully it's moved when I wake up!
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    V1.0.0 is complete, with the most changes of any patch yet. Just doing some final testing to make sure everything functions as expected and then I'll upload!
    Posted in: Minecraft Mods
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    posted a message on [1.0.0]Combat++ Revitalized v1.1.0
    Quote from Supperseffer

    From what I can tell in the video, the low sweeping melee attack is actually at about shoulder level. Tell me if I'm wrong.

    Also, the attack should be more slow. It was like the sword flashed on the other side and left.

    I was a fan of the first mod, and I hope this will be awesome too.


    It takes double the time in V1.0.0 now, up to 12 in game ticks vs the previous 6. And, yeah, it's more shoulder level, but it only works when crouching so I call it a low attack, haha.

    On a related note, if all goes well, 1.0.0 will be releasing tonight. Finalizing animation recognition for mobs and the player and some other small combat areas and then all I've got to do is balance out spawn rates and it meets my requirements for 1.0.0.

    In my opinion, 1.0.0 is a total game changer that makes Minecraft a lot more fun, be excited! Also have a ton of ideas for future releases.
    Posted in: Minecraft Mods
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