• 1

    posted a message on SG2: Antique firearms with survival in mind (Coming Soon)

    I haven't worked on it for a while as I've been preoccupied with other projects, but I still fully intend to finish it. I can already handle all the testing between myself and my friends,but thanks for the offer.

    Posted in: WIP Mods
  • 2

    posted a message on SG2: Antique firearms with survival in mind (Coming Soon)
    Yes. You will be allowed to make addon packs as long as you don't redistribute any part of the original mod. I'm also considering a feature whereby users could add their own content without any programming knowledge, but it's just an idea at this point.
    Posted in: WIP Mods
  • 0

    posted a message on SG2: Antique firearms with survival in mind (Coming Soon)
    I'd already been toying with the idea of an old-fashioned cannon as a counterpart to the WWI-era artillery, and I like your ideas for ammunition choices. Originally, I wasn't planning to include different types of ammunition for the cannons, but you've clearly done your research and I think the ideas would work well. I'll try to think of some historically accurate ammunition choices for the artillery gun as well--perhaps some sort of poison gas shell as well as an armor-piercing shell for direct fire.
    Posted in: WIP Mods
  • 0

    posted a message on SG2: Antique firearms with survival in mind (Coming Soon)
    Been a while since I posted here. I hadn't worked on the mod for a while because I was doing other things, but recently I've gotten back into it. In addition to several bugfixes, there are a couple new features you can expect when the mod is released:

    Rifle Scope

    The original SimpleGuns had this feature, and I've just added it to SG2. Currently only usable with the bolt-action rifle, it allows you to zoom in on targets, sniper-style. Some improvements have been made to the new version, including the ability to remove the scope from the gun once it's attached and a snazzy GUI overlay when zoomed in.

    Rifle without scope:



    Rifle with scope:



    Zoomed in on target:



    Shot Spread Indicator

    You might have noticed in the first set of pictures a circle of yellow dots around the crosshair. This is another new feature. Those dots show the area within which your shots will be fired. That is, anything inside the circle might be hit when you fire. However, a larger circle means a smaller chance of hitting a given point. The bolt-action rifle makes a pretty bad example, though, so here's a better one:





    In the first picture, the aim circle is fairly large, meaning the shots will be spread out over a large area and thus less likely to hit the target. In the second picture, the player is sneaking to increase accuracy. Thus, the circle of dots is smaller.
    Posted in: WIP Mods
  • 1

    posted a message on SG2: Antique firearms with survival in mind (Coming Soon)
    In order to balance it, each time you fire the cannon, you'll be throwing away the equivalent of 5.5 iron ingots, 1 TNT, and 1.5 gunpowder. Additionally, though this isn't implemented yet, the cannon will become less accurate at longer ranges.

    The range is actually significantly less than that of historical analogues such as the US 3-inch field gun M1902 or the German 7.7cm Feldkanone 16, which had effective ranges of 6km and 9km respectively.

    In other news, I've found and fixed the overshooting bug. Turns out I had screwed up the trigonometry that translates firing angle and overall muzzle velocity into individual X/Y/Z velocities. Once I get a couple more features in, I'll probably make some sort of video showing off the whole artillery system. Come to think of it, I have yet to make a video really describing the main features of the mod, so that'll be coming at some point as well.
    Posted in: WIP Mods
  • 1

    posted a message on SG2: Antique firearms with survival in mind (Coming Soon)
    My friend and I put together some cut-out pieces of old survival worlds, a development build of SG2, and a little redstone. Then we decided to record it and use it as a sort of showcase of the mod. This is totally a legitimate and scientific test we're doing and definitely not just screwing around.

    First round (his footage since mine didn't come out right):


    Second round (my perspective this time):


    In terms of actual development news, the artillery is mostly working in single player. It can be fired, and the shell will continue to travel even when passing through unloaded chunks (very useful considering it has a range of over 3km). Unfortunately, at very long ranges, it has a tendency to overshoot the target. Also, I still haven't bothered to texture it. But hey, at least the important part works... mostly.
    Posted in: WIP Mods
  • 2

    posted a message on SG2: Antique firearms with survival in mind (Coming Soon)
    The artillery cannon I showed off the model for above is not partially implemented in the mod. You can't fire it yet, and it doesn't have a texture, but it will accept coordinates from a "binoculars" item and adjust its angle to face the target. It even adjusts the vertical angle of the cannon to compensate for gravity.

    Using the binoculars to "spot" for the artillery (really, it saves the coordinates of the block you're looking at).



    Right click artillery with binoculars to set the target coordinates. The cannon will automatically reorient to face the target.

    Posted in: WIP Mods
  • 0

    posted a message on SG2: Antique firearms with survival in mind (Coming Soon)
    Yes, I'm still developing it. It's just that the work I've done since I last posted is behind the scenes stuff that doesn't make for interesting news.
    Posted in: WIP Mods
  • 2

    posted a message on SG2: Antique firearms with survival in mind (Coming Soon)
    I'm sick today and couldn't do anything productive, so I've spent the last few hours making this instead:

    Posted in: WIP Mods
  • 0

    posted a message on SG2: Antique firearms with survival in mind (Coming Soon)
    Development Update: The special ammunition system is now implemented! All types can now be crafted and used, and the GUI will show your selection in the bottom-right of the screen (see below). The default keys to select ammo types are Z, X, C, V, and B. Selecting a type will cause it to be loaded next time you reload. Your current type has the keybinding shown in green, while the next type (if it is different from the current type) will be in yellow.

    Posted in: WIP Mods
  • 7

    posted a message on SG2: Antique firearms with survival in mind (Coming Soon)
    NOTE: This mod is not yet released. This thread is merely cataloging its development until it is ready for release. Last I checked (though it has been a while), I don't need a download link as long as I post in the WIP section. A moderator can correct me if I am wrong.

    Overview

    Some of you (and I don't expect many) may remember a long-defunct mod called SimpleGuns, made by someone whose username was curiously similar to my own... Well, I'm back, after a year's absence from the modding world! This mod is the official successor to SimpleGuns, and seeks to both build upon and solve problems with the original.

    For newcomers, SG2 (short for SimpleGuns 2) is a gun mod based around playing in survival. It is designed with an emphasis on simplicity (hence the name) and features weapons technology ranging from the late Renaissance through the end of WWI. Though some might argue that guns will never fit in to Minecraft (in which case, why are you here?), I have tried to keep the mod balanced within the world of Minecraft and avoided adding new resources and other complexities as much as possible. Additionally, SG2's weapons are deliberately generic, each one serving a unique purpose and avoiding redundancy.

    Weapon Types

      Flintlock Pistol: A cheap but slow-firing weapon, the flintlock pistol is good for the early game when resources such as iron and gunpowder are scarce. Carry more than one as a history-approved way to increase your rate of fire.


      Musket: An early-game sniper which is very accurate and deals a lot of damage, but has a painfully long reload.


      Blunderbuss: An early-game shotgun, the blunderbuss has high damage at close range but is slow firing and inaccurate at medium to long ranges.


      Pepperbox Revolver: A new weapon not in the original mod, it is the only early-game weapon with a magazine that holds multiple shots. However, it is even weaker and less accurate than the standard flintlock pistol.


      Revolver: A simple and reliable sidearm, the revolver has average stats across the board.


      Pistol: A fast and precise sidearm, the pistol deals less damage than the revolver but is more accurate and fires as fast as you can pull the trigger.


      Bolt-action Rifle: Slow-firing but incredibly powerful and accurate, the bolt-action rifle is designed for long-range engagements. When equipped with a scope, it is a powerful sniper. However, it requires more expensive rifle bullets.


      Light Machine Gun: The light machine gun is the only fully-automatic weapon in the mod, making it useful for beating back large numbers of enemies. However, it is inaccurate at long range and requires expensive rifle bullets.


      Pump-action Shotgun: Your basic shotgun: fires a spread of small projectiles that can deal a lot of damage at close range or hit multiple enemies at medium ranges.


      Double-barrel Shotgun: Though it only holds two rounds, it can fire them both in rapid succession, allowing it to output a burst of damage in a very short time. It is also even less accurate than the standard shotgun, making it an exclusively close-range weapon.

    Features

    • Full 3D Modeling: All weapons are rendered as 3D models in both first and third person views.
    • Sneak to Aim: Sneaking or crouching acts as an "aim down sights" mechanic, improving accuracy.
    • Intelligent reloading: Some weapons reload one shot at a time, and reloading will be canceled if gun is unequipped.
    • Sensible crafting: Easy-to-use crafting system centered around a block called the Gunsmithing Workbench.
    • Interchangeable Ammunition: Five different ammunition types for all guns, including one basic type and four with special effects.
    • Sniper "Focus" System: High-powered, long-range weapons will receive up to 100% extra damage for continuously sneaking or "focusing" before firing.
    More Info

    For more a more detailed explanation of the features listed above, see the SG2 page on my website.

    Screenshots




    Posted in: WIP Mods
  • 0

    posted a message on [1.4.6 - 1.5.2][FORGE][LIST] nerdboy64's Mods - SimpleGuns and Adventure Kit now for 1.5.2!
    Quote from Physical

    Hmm, I dont know why, I crash everytime i try to play with adventurekit:


    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem; Failed to start game

    A full error report has been saved to /Users/maxmatsumoto/Library/Application Support/minecraft/crash-reports/crash-2013-07-02_09.46.05-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash :(



    --- BEGIN ERROR REPORT f7058710 --------
    Full report at:
    /Users/maxmatsumoto/Library/Application Support/minecraft/crash-reports/crash-2013-07-02_09.46.05-client.txt
    Please show that file to Mojang, NOT just this screen!

    Generated 7/2/13 9:46 AM

    -- System Details --
    Details:
    Minecraft Version: 1.5.2
    Operating System: Mac OS X (i386) version 10.8.3
    Java Version: 1.6.0_45, Apple Inc.
    Java VM Version: Java HotSpotâ„¢ Client VM (mixed mode), Apple Inc.
    Memory: 473616424 bytes (451 MB) / 535232512 bytes (510 MB) up to 1067057152 bytes (1017 MB)
    JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v7.51 FML v5.2.23.738 Minecraft Forge 7.8.1.738 23 mods loaded, 23 mods active
    mcp{7.51} [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
    FML{5.2.23.738} [Forge Mod Loader] (coremods) Unloaded->Constructed
    Forge{7.8.1.738} [Minecraft Forge] (coremods) Unloaded->Constructed
    mod_TooManyItems{1.5.2 2013-04-25} [mod_TooManyItems] (minecraft.jar) Unloaded->Constructed
    DynamicLights{1.2.2} [Dynamic Lights] (DynamicLights_1.5.2.jar) Unloaded->Constructed
    DynamicLights_onFire{1.0.2} [Dynamic Lights on burning] (DynamicLights_1.5.2.jar) Unloaded->Constructed
    DynamicLights_creepers{1.0.2} [Dynamic Lights on Creepers] (DynamicLights_1.5.2.jar) Unloaded->Constructed
    DynamicLights_dropItems{1.0.4} [Dynamic Lights on ItemEntities] (DynamicLights_1.5.2.jar) Unloaded->Constructed
    DynamicLights_mobEquipment{1.0.0} [Dynamic Lights on Mob Equipment] (DynamicLights_1.5.2.jar) Unloaded->Constructed
    DynamicLights_flameArrows{1.0.0} [Dynamic Lights on Flame enchanted Arrows] (DynamicLights_1.5.2.jar) Unloaded->Constructed
    DynamicLights_otherPlayers{1.0.4} [Dynamic Lights Other Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed
    DynamicLights_thePlayer{1.0.8} [Dynamic Lights Player Light] (DynamicLights_1.5.2.jar) Unloaded->Constructed
    ArchimedesShipsMod{1.5.2 v1.2.0} [Archimedes' Ships] (ArchimedesShips.zip) Unloaded->Constructed
    CustomNpcs{0.8} [CustomNpcs] (CustomNPCs_1.5.2.zip) Unloaded->Constructed
    AS_Minions{1.6.6} [Minions] (Minions_1.5.2.zip) Unloaded->Constructed
    SodaCraft{[1.5.2] Soda Craft 3.0} [Soda Craft] (Soda Craft v 3.0.zip) Unloaded->Constructed
    AS_UpdateCheck{1.0.8} [AtomicStryker Update Check Mod] (UpdateCheckerMod_1.5.2.zip) Unloaded->Constructed
    advkit{5.0.1} [Adventure Kit] (adventurekit_600.zip) Unloaded->Errored
    ParachuteMod{1.5.2} [Parachute Mod] (parachute-1.5.2-forge-684.jar) Unloaded->Constructed
    awger_SmallBoat{0.1} [SmallBoat] (smallboats.jar) Unloaded->Constructed
    awger_Punt{0.5} [Punt] (smallboats.jar) Unloaded->Constructed
    awger_Whitehall{0.1} [Whitehall] (smallboats.jar) Unloaded->Constructed
    awger_Hoy{0.1} [Hoy] (smallboats.jar) Unloaded->Constructed
    LWJGL: 2.4.2
    OpenGL: Intel HD Graphics 3000 OpenGL Engine GL version 2.1 INTEL-8.10.44, Intel Inc.
    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Texture Pack: Default
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

    cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: advkit.AdventureKit
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:147)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:514)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:163)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:411)
    at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:733)
    at java.lang.Thread.run(Thread.java:680)
    Caused by: java.lang.ClassNotFoundException: advkit.AdventureKit
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:238)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:306)
    at java.lang.ClassLoader.loadClass(ClassLoader.java:247)
    at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:56)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Class.java:249)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:425)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.sendEventToModContainer(LoadController.java:192)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:172)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:39)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
    at java.lang.reflect.Method.invoke(Method.java:597)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:103)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:504)
    ... 5 more
    Caused by: java.lang.NullPointerException
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:227)
    ... 33 more
    --- END ERROR REPORT 44055c8b ----------



    That's a lot of mods you have there. It's quite likely that one of them has an incompatibility. The error report doesn't show any ID conflicts, so it's probably (and unfortunately) something in the code itself. Just to be sure, try a fresh install with only Forge and Adventure Kit and see if that works.
    Posted in: Minecraft Mods
  • 0

    posted a message on The Modders' Union - Partners with the TAU!
    I posted this once before, but it was at the bottom of another post and nobody seemed to take notice of it, so I decided to post it again:


    I can't help but notice that the OP still has a link to my old thread. I've made a new thread for all of my mods now. Here are the URLs of the appropriate sections:
    SimpleGuns - http://www.minecraft...307/#simpleguns
    Adventure Kit - http://www.minecraft...1469307/#advkit
    Steam and Steel - http://www.minecraft...307/#steamsteel
    Posted in: Mods Discussion
  • 0

    posted a message on Mapmakers! What do you want in a "Mapmaker's Assistant" mod?
    Wow, thanks for all the support everyone. With this much excitement, I'm surprised nobody has done this sort of thing before. Sadly, I'm on a laptop 300 miles from my house right now so there won't be any development for the next few days. What I can say is that, before I left, I was working on the ability to save favorite items to a file so they can be loaded in other worlds. Once that's done, it's on to the big one that everybody's excited about: mobs and spawners.
    Posted in: Maps Discussion
  • 0

    posted a message on [CTM] The Ultimate -CTM COMMUNITY- Thread
    Quote from Zjarr

    That looks excellent! Would this have to be a forge mod? (please say no)

    Sorry to say, but the current version does use Forge. Once the main features have been completed, I might be able to port it to something else within reason.

    If you don't mind my asking, what part of Forge puts you off?
    Posted in: Maps Discussion
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