• 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
  • 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
  • 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
  • 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
  • 21

    posted a message on Mapmakers! What do you want in a "Mapmaker's Assistant" mod?
    I've recently started working on making a mod called Mapmaker's Assistant, which hopes to make life easier for mapmakers by adding a simple, ingame interface for tasks such as making custom item strings, mob spawners, etc. Since I am not a mapmaker myself (or at least not a very good one), I would like to hear from people who have experience in the field on what features to include. You can suggest anything, but bear in mind that if it's too difficult to code or too obscure in usage, it probably won't make the final version.

    Please note: The mod will be made using Forge, at least initially. Sorry to those of you who have problems with it, but it's all I know how to use. Once the main features are complete, I may look into porting it to other APIs.

    Here is the list of planned/suggested features so far:

    Items
    • Item names and lore with font colors and styles. Finished!
    • Forced stack sizes (for non-stackable things like potions and tools). Finished!
    • Enchantment editor. Finished!
    • Attribute editor. (Attributes are stat buffs/debuffs you get while holding an item or wearing it as armor.) Mostly finished.
    • Potion editor.
    • Book formatting editor.
    Spawners
    • Custom mobs with gear, loot, potion effects, etc.
    • Spawn potential. (Chance to spawn different mobs from the same spawner).
    • Stacked mobs.
    • Detection radius, spawn rate, etc.
    Other
    • Command blocks are now in the creative menu under "Decorations." Finished!
    • Save favorite item, mob, spawner, etc. settings to a file for later use. In progress...
    • Sign and book formatting with font styles and colors.
    • Villager trade editor.
    • Infinite mining/placing reach option.
    Note: The mod will not include MCEdit-style mass block-editing, so don't suggest it. There are already plenty of mods that do this, and I don't believe it's worth spending the time to create another one.

    Screenshots
    Here are some screenshots of my progress so far.

    Basic Editor - Editing of item name and forcing stack sizes for things that aren't normally stackable.


    Lore Editor - Adds lines of custom text to the item's tooltip. These can be formatted in the same way as the item name.


    Enchantment Editor - Allows application of any enchantment to any item. Levels range from 0 to 255, a hard-coded limit set in vanilla Minecraft.


    Attribute Editor - Allows the addition of attributes to items. The four currently available are max health, attack damage, movement speed, and knockback resistance. They can add either a flat bonus or a percentage of the existing amount.
    Posted in: Maps Discussion
  • 1

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

    *squee*[/size]

    Edit: Also, is one of the planned features the ability to edit the player detection range of spawners? That could be really helpful, too.

    Basically, if it can be changed with NBT edits, I plan to have it editable in the mod as well. The idea is to eliminate the need for third-party programs for this sort of thing. The suggestion thread has a list of all the currently planned features and my progress toward completing them.
    Posted in: Maps Discussion
  • 1

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

    Can you also make it so that the mapper can give a custom name to the mob? (Ex. Boss mobs)
    Quote from Drago

    Fabulous.

    From those pictures, it looks like you've covered most of what people would want from a custom item creator. Seeing as you've mentioned spawners, I've got another boatload of suggestions for you. :D

    -A window similar to the inventory window showing the five slots on the mob (weapon + armor slots.)
    -The ability to drop custom items into those slots, regardless of if they should be there (i.e. not restricting armor to go in the armor slots, as mapmakers can use unused slots for extra drops.)
    -The ability to modify the drop rates of each slot from that same window, as well as to specify how many items are included in that slot (i.e. 40 bottles of enchanting in the pants slot.)
    -Being able to add potion effects to the mob and modify attributes from a similar window.
    -Options for making riding mob stacks based on previously configured mobs, as well as support for spawners with multiple possibilities.

    And if you can make all of this ingame, you'll be a freaking wizard and us mapmakers will love you forever. :D

    I've probably missed something, but those are the main features I'd really like to see included. They would de-complicate spawner creation immensely, and greatly help those of us who hate wrestling with NBTedit for our 1.6 spawners.

    I'm planning to include all of those features. Having everything on one GUI screen might be a bit difficult, but I'll try to get the equipment, name, and drop chances all in one.
    Posted in: Maps Discussion
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