• 1

    posted a message on [WIP] Zora no Densha - Authentic trains and railways in Minecraft - Tracks fully compatible with Railcraft, Traincraft, ...

    Hello Spirit_Tracks,


    Not sure if I'm missing something, but I don't seem to have any trains available, and I also can't place the stilts to a maintenance track?

    A lot of people seem to be talking about trains as if they are using them, is there a secret new version I don't know about? :P I'm on 0.8


    Thanks :)

    Posted in: WIP Mods
  • 1

    posted a message on MC Helicopter - Planes, Helicopters & Cars & Military Turrets in Minecraft!

    That's pretty useful to know.


    If you're any good with Java and Smart Moving is open source, you could make a small addon mod which detects when you're in a vehicle and disables it automatically ;) just check if the mounted entity class equals any of the MCHeli vehicle classes (There's seperate each for plane/heli/tank/turret) and when true, toggle the option in smart moving.

    Posted in: Minecraft Mods
  • 1

    posted a message on MC Helicopter - Planes, Helicopters & Cars & Military Turrets in Minecraft!

    Unfortunately due to how they both work Smart Moving and MCHeli are incompatible with one another. In fact I'm amazed you managed to get in-game at all...

    Posted in: Minecraft Mods
  • 1

    posted a message on Alzergia City - WIP Modded City

    Always love seeing my mod in action, can't wait to see more!

    Posted in: Creative Mode
  • 3

    posted a message on ADVANCED ARMOURY - Highly customizable gun & weapon mod! (Alpha 0.0.11)

    Hello all, and welcome to my new mod; Advanced Armoury!


    This mod is designed to let you build a new gun - any gun you like (eventually).

    I take inspiration from other mods like Tinkers Construct and Flans, as well as existing games (Especially Borderlands)


    This is the FIRST ALPHA. It's certainly not even vaguely close to complete - in fact currently there's only a default Assault Rifle system implemented using M4A1 parts, with "perfect" hard coded shooting specs.


    The mod is designed so you can create cheap flimsy guns that break easily right up to superpowered guns with high specs. The parts you use to build your gun will effect all sorts of different aspects, from durability to accuracy, power, fire rate and even how it looks.


    Anyway, enough waffling. I've created a guide for alpha testers so you know how to build and use a gun. The download is included in said guide.


    BEFORE YOU DOWNLOAD, Note this is an ALPHA mod. Do NOT put it on existing worlds or servers, it 99.9% will break your world in the future. If you ignore this you only have yourself to blame when you're favourite world is corrupt, be patient :)

    Feedback and bug reports hugely help too, so any suggestions etc are welcome!



    So why is Advanced Armoury different from the 500 other gun mods?

    It's simple; I'm trying to focus on realism and customization as much as possible. Instead of just saying "Here's an M4 carbine", I give you the parts to build it the way YOU want it. You could go super-stubby, making a lightweight one-handed assault rifle that packs a punch at close quarters but isn't great outside or you could stick a 20" barrel on it and turn it into a DMR effective over long ranges. Of course, you can clone existing weapons using the parts - and some pre-built examples are included.


    My mechanics focus on realism too. In other gun mods you just craft a magazine that's automatically full and hit a key to reload. With Advanced Armoury, you craft a magzine, craft the rounds, fill the magazine and then insert the mag to the gun via GUI (Can be hotkeyed when you've got the right gear in the future). This means you can reuse the magazines, saving on long-term costs, and you can also mix and match rounds in the mags (utilizing advanced rounds like incendiary and poison without wasting them on every shot.)


    On top of that, I've focused on visuals. The default included parts are all rendered as low poly .obj models - which means they don't take much resources but still look surprisingly realistic. Every visual part of a gun is rendered depending on the material you used for the part. Of course if you prefer them to be blocky and square to suit Minecraft, you can just add new asset packs with blocky square parts.


    Finally, my firing system is very different to most of the gun mods. They all work like a Bow - you press fire and it spawns an entity into the world, sets that entity to go as fast as it possibly can forwards, and if it hits another entity it damages it. That's great for a bow, but when you've got a gun firing 10 times a second, that generates a lot of strain on the server. Instead, my system traces an invisible line from the player, and applies calculations to the direction of that line for range, accuracy etc. If it finds a target, it will directly damage said target. No entities, no lag, no problem.


    Basically, my system will allow every player to create a gun perfect and unique to them, with heavily fine-tuned stats allowing you to build something for every situation.


    What's included in the alpha:

    - Basic shooting mechanics (assault rifle only), with things such as preliminary accuracy and recoil calculations

    - The gun building system (assault rifle only), which even in the alpha allows you to create over a million "different" guns.

    - The asset system, allowing you to create your own external parts, letting you create any gun you can possibly desire with a little patience

    - Various tweaks and improvements; health and damage are overhauled (and should be compatible with all mods still), there's a dynamic crosshair for guns which represent your target, and also a damage direction indicator

    - A loot system, which lets server admins (or soon world gen) create lootable blocks that every player can loot once.

    - A couple of example pre-built assault rifles. Just fill a magazine with rounds, stick it in (press I when holding gun) and you're good to go!


    Pictures etc!

    These are just brought up from the thread so you can easily see them.



    bling gun

    The first released picture of a gun. This uses the asset system to add my logo to the side of the gun, and uses the render system to display that the gun is using a gold barrel, flash hider, bolt, charging handle, trigger and fire selector. Whatever material you use for those parts will be visually shown on the gun, making them aesthetically pleasing too.


    Early picture of the first-person view. The arm is a little better now, with an "elbow" to look more realistic. You can also aim down your sights with right-click, focusing the gun into the centre of the screen and zooming in just slightly.


    A GIF showing locational damage. Depending on where you're attacked from, the indicator will show a different section in red, so you always know what direction you're being killed from. And yes, it was recorded on my phone, I'm lazy.
    Also, the increased health was in-progress here, hence the hearts. They are now rendered as a health bar where your hearts would be instead - and of course it supports HUD enhancement mods like HUDWidgets.


    These are the first examples of Loot Crates - the Tiny Loot Crate. On the left, it's locked, and requires a key to open. The middle is unlocked, but the player hasn't opened it yet, and on the right, it's been opened by the player. Another right click would then take the item from it, giving it to that player and hiding it from their view. The visuals here are entirely clientside and networked as such - because a crate can be looted by more than one player, only players who have opened it will see it as open and so on.
    The lights also glow at night, which is pretty. :)

    RPG System


    Following the poll from above, it's pretty clear ya'll want an RPG system for this mod, letting you level up to unlock stuff, get bonuses, and perform cool new skills to help in and out of combat. So, I've started on that!


    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 depend on RPGCore - if you don't have RPGCore the game won't run. The skills themselves are optional, but I'll be using a lot of core functions from RPGCore and it'll have a very hard integration in how guns work.

    (Basically, "disabling" skills just sets everyones skill in all guns to 100,000, meaning they've perfected it and unlocked everything)


    Thanks for visiting, and please make sure to leave feedback and comments! I love to hear your ideas, what you think I should prioritise for the next release and so on!


    You can also chat with me directly on IRC (esper.net) in either #flenix or #silvania - there's a link in the help doc if you don't know how to IRC.


    Also, if you're interested, PLANS FOR NEXT RELEASE!
    Alpha 0.1.0:

    - Switched to a Generated Component system. You tell the game "I have X material!", the game will create a full set of components based on that material and the stats you provide. It also creates textures for you.

    - RPGCore Integration with a few example skills. Cannot be disabled yet.

    Posted in: WIP Mods
  • 7

    posted a message on MC Helicopter - Planes, Helicopters & Cars & Military Turrets in Minecraft!

    Hello all, and welcome to MC Helicopter!


    First, a note - this is not my mod. The developer, EMB4, is Japanese and doesn't speak English. As such, he gave me permission quite a while ago to share the mod on his behalf on PMC, Minecraft Forums and also Curse. You may notice that this is a new thread - the original one on MC Forums was not posted by me and I believe was not a legit post at all, and as such was taken down.

    Permission to repost this directly from EMB4 can be seen here:link.


    Now, onwards to the post! I'll keep it short here. Full details can be read on Curse.


    Original (Japanese) thread: http://forum.minecraftuser.jp/viewtopic.php?t=14837

    Curse thread: http://minecraft.curseforge.com/projects/mcheli-minecraft-helicopter-mod

    PMC thread: http://www.planetminecraft.com/mod/forge152-172-mcheli---minecraft-helicopter-amp-plane-mod/


    Please read the installation instructions at the bottom before downloading - it's slightly different to normal Forge mods!



    MC Helicopter, as the name suggests, is about helicopters! It's also got planes, cars, high-powered turbo goats, huge turrets and cannons and just about anything else you could possibly want. Everything is rendered with high-def object models, and there's a huge focus on realism and handling leading to very interesting dogfights.

    Most vehicles are military, but there are some civilian ones included too.


    Also, it's got an asset system, so you can (relatively) easily add your own custom vehicles!


    A picture speaks a thousand words, so here's 5,000 words:







    There's tonnes more vehicles than that, these are just examples!


    If you have any feedback, suggestions or comments, leave them below and I'll do my best to pass them onto EMB4. Please note he doesn't accept vehicle requests - only features and ideas! The point is we're supposed to make new vehicles ourselves ;)


    Installation

    Installation is NOT like normal Forge mods, but is still very easy!

    You will download a .zip file. All you need to do is UNZIP it, and place the "mcheli" folder directly in your mods folder. If it's zipped up, the game can't read the model files, so you won't get any vehicles loaded.


    Modpack Usage

    Modpack usage is fine, but please make sure you link back to either this or his thread. I suggest linking here, so other users can access the English stuff (and I link to his anyway.) Obviously you can't make money off the modpack though :)


    Alternate Minecraft Versions

    There are versions dating back as far as 1.5. If you want them, you'll have to visit the Japanese site - I only post the latest ones. If demand is high, I will happily backport the latest release for old versions of Minecraft for you, but I can't imagine them being used much.

    As for 1.8 and 1.9 - Minecraft changed a lot of stuff in how things render which requires a HUGE rewrite in mods like MCHeli. The Japanese modding community is much like the western one - many of them decided to stick with 1.7.10 for now. If EMB4 releases 1.8+ versions I'll be sure to let you know, but a poll on his thread suggested 1.7.10 is vastly more popular to release for.

    Posted in: Minecraft Mods
  • 2

    posted a message on MC Helicopter - Planes, Helicopters & Cars & Military Turrets in Minecraft!
    Quote from lucas_dfc»

    This is a very well made and very cool mod, thank you for creating this post. :D

    And (at least for me...) the pictures are missing.


    Are the pictures still missing now?

    Update
    1.0.2 uploaded to Curse, should be on here very shortly :)
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.7.10][WIP] FlenixRoads - Bring your city to life with realistic roads!
    Quote from Mustang83»

    I would like to report two minor but annoying bugs.


    One involves all the "line paints" and the normal-sized (16/16) road block. The lines won't connect to each other when one is placed on a custom size block and one on the normal size block as shown in these screenshots:





    The second involves the Yellow Single Line Paint when you place it facing East to West as it'll show up like this as opposed to North and South:



    Also, the names for both the white and yellow double line paints have their names mixed up (also applies for the diagonal variants)


    This is from version 0.9.0.


    Thanks for the report, I'll take a look :)
    Posted in: WIP Mods
  • 1

    posted a message on Welcome to MCSAO! Sword Art Online mod - Anime inside Minecraft! [Aincrad Dimension][Swords and items]

    On the off-chance this mod is rebooted or something else decides to make a SAO mod, I've been working on a few things that are vaguely based around the universe - the main thing being a skill system. I even based my GUI roughly around the SAO one (Skill Icons are placeholders):




    It's only loosely based off SAO (eg 7 skills instead of 12) but it's an open source API. Anyone with even the most basic modding experience can very easily make new skills using it - the only java limitations are what you make your skill do ;)


    It's actually built to tie-in with my gun mod Advanced Armoury - so if anything I'm closer to making a GGO-style setup. Only a small jump from there though, if someone wants to help me rebuild the Cardinal system to get AI mobs/items generated randomly then we'll be set. ;)

    Posted in: WIP Mods
  • 1

    posted a message on ADVANCED ARMOURY - Highly customizable gun & weapon mod! (Alpha 0.0.11)
    Quote from AngryCanerrian»

    Nice mod :)



    why thank you :)

    Quote from Spartan322»

    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.

    Posted in: WIP Mods
  • To post a comment, please .