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    posted a message on [1.7.2] Minecraft: Combat Evolved - A Halo Mod for Minecraft | New update coming soon
    Quote from Wolf1557»

    Wow great work on those models, What application did you use to model them in?

    It really depends. For the most part, me and ButterApple prefer to use Techne. However, we also use MC Animator (MCA), and believe it or not, Vash builds most of his guns in Minecraft before converting them into Techne model files (.tcn). The latter is a private program developed by Grunt for our mod, but I don't know if he has any intention to release it.

    As for texturing, we use GIMP, MC Animator and in my case pixlr.com. I think Vash also uses Paint.net at times as well.

    Posted in: WIP Mods
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    posted a message on [1.7.2] Minecraft: Combat Evolved - A Halo Mod for Minecraft | New update coming soon

    I'm not sure there are any recipes in the public version, and a lot of the ores (fluorite, for example) don't have many uses. Tin and Titanium make up most of the recipes.

    I'll get back to you later, when I can confirm if it has recipes.

    Posted in: WIP Mods
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    posted a message on Is singleplayer dead?

    The last time I played on any sort of server was on my friends one, which I was helping him build a terrain map. Before that, I think it was just after 1.7.10.

    Needless to say, I don't particularly enjoy multiplayer. Then again, I've played way back since Classic, before multiplayer and even Alpha was implemented.

    Posted in: Discussion
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    posted a message on Why a Minecraft Sequel Is Needed

    While I agree Minecraft needs to be improved, you're going with in the wrong direction. Minecraft is a sandbox game, designed to be modded to meet how you want it. The problem with Minecraft is that theres really only 2 ways of playing it: survival or build stuff.

    If Minecraft were to had to have a sequel, it'd need to act more like a game engine. Like Garry's mod, except easier to edit and create new gamemodes, and edit your world. Minecraft, in its original form, is to be bent to your will. Think about it: simple building to change your surroundings, use texture packs and model packs to change the atmosphere, and of course you install mods to change your experience. It would need to be high customisable, and easy to mod and change so it could fit just about any genre possible, as well as have the tools to allow people to easily change and customise their world. This is a true Minecraft sequel imo; the makings of an game engine.

    Unfortunately, because of this, Minecraft can never have a sequel. To me, Minecraft is a borderline between conventional games and an engine. If it were to get even more able to be customisable then all you'd have is a game engine. And even that would get boring after a while...

    Posted in: Discussion
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    posted a message on [1.7.2] Minecraft: Combat Evolved - A Halo Mod for Minecraft | New update coming soon

    Gonna try to post a status update on the weekend guys.

    Posted in: WIP Mods
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    posted a message on [1.9 is out!] Get ready for 1.9! [Updates and Information from Mojang AB!]

    You know, if they want to make the mobs themselves a lot more interesting, they should change the behaviour or physical traits of some individuals in a given mob. For example, say most creepers try sneaking up on you (I know, they already do that), but one creeper might do a short sprint to close in, while another might have a jump boost and try to jump on top of the player, and another might explode even if they die. What I'm saying is that this might make combat a bit interesting by making the mobs a little less predictable.

    Idk, I just think the mobs are just too black and white, and adding a few behaviour/physical changes to some would at least help make them less predictable. A zombie and creeper will charge, a skeleton will try to snipe you, enderman will try to teleport behind you, etc. Its all too predictable...

    Posted in: Recent Updates and Snapshots
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    posted a message on [1.7.2] Minecraft: Combat Evolved - A Halo Mod for Minecraft | New update coming soon
    Quote from GruntTheDivine»

    Hosting is down. Sorry everyone, my hard drive unfortunately died a while ago (Reason for my disappearance). There isn't too much I can do about the hosting either, I'm trying to recover everything on that site though. I simply don't have the money to pay for hosting though.

    Then we'll have to improvise :) I'll see if I can get a free wiki working so at least people can get the crafting recipes.

    Also here are the mirror links. Luckily I backed them up before the site went down

    MCE 1.2 Beta (1.7.10): http://www.mediafire.com/download/1vakljnl4bxsytj

    MCE 1.1.2 (1.7.2): http://www.mediafire.com/download/kgbt809fh596arb

    MCE 1.0.2 (1.6.2): http://www.mediafire.com/download/hvvsod0qu2ddcbn

    Posted in: WIP Mods
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    posted a message on [1.7.2] Minecraft: Combat Evolved - A Halo Mod for Minecraft | New update coming soon

    I cant download. :(

    Strange, it appears the entire website went down.

    I'll notify Grunt about this, but in the meantime I'll put up a mirror download link.

    Posted in: WIP Mods
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    posted a message on [1.7.2] Minecraft: Combat Evolved - A Halo Mod for Minecraft | New update coming soon
    Quote from Moontide4»

    If you guys ever want any extra help for this, just ask me. I have a total of 0 hours mod-making experience but I can make alright textures. Plus, if you gave me a .mp3 to .ogg converter I could use I could get you some cool sounds.

    P.s. When is the 1.7.10 version coming out?

    We need a lot more extra help. Even though Vash and myself can texture, it wouldn't hurt to have a dedicated one. Please PM me some previous work you've made :)

    And as for the full 1.7.10 version (the betas already out), I don't know. If we had another programmer, then it might help release the new build...

    Posted in: WIP Mods
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    posted a message on [1.7.2] Minecraft: Combat Evolved - A Halo Mod for Minecraft | New update coming soon
    Quote from Kittens33»

    Halo mod! Are there gonna be more covenant weapons or velcles, looks aswome I tested a shotgun on a villager..... BANG like 1 shot kill , keep it up mods aswome

    I'm pretty sure we've got most of the pre-halo 4 Covenant weapons in the 1.7.2 release, but vehicles of any type are gonna be a while.

    Quote from RedCodeSLC447»


    Progress report?

    Nothing much of anything has been done, unfortunately. We've pretty much taken a break from the mod. Nevertheless, some stuff has been done that we haven't shown you yet. I might show it off soon.

    Posted in: WIP Mods
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    posted a message on [1.7.2] Minecraft: Combat Evolved - A Halo Mod for Minecraft | New update coming soon
    Quote from CHead2000»

    What about making it for 1.6.4? I totally understand if you can't. I saw a previous post saying you'd lost the source code, but I wasn't sure if that meant it would be a while before 1.6.4 or never.

    If you've read the F.A.Q., then you'll see that we don't update that often. We just choose one version of Minecraft and release our mod on that (hence why there isn't an 1.6.4 version). So no, we're not planning to create a version for 1.6.4 (considering that most mods are updated to 1.7.10, I wonder why you need one for 1.6.4).

    Quote from 2michael2»

    I have been trying to find a good Halo mod for the past week and i thought this would be good but it ain't for my version of minecraft :( still awesome mod though :)

    We have a Beta for 1.7.10, but I would advise against it because its got quite a few bugs (AKA stick with the 1.7.2 version).

    I'm trying to get a version out, but from what I've released, its been prone to crashing minecraft :( So I guess you'll have to wait until I get a crash-free one.

    Posted in: WIP Mods
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    posted a message on Halocraft v0.7.7 [ End-Of-Life? ]

    Look for the Betas Chief has posted in the comments - they're updated to 1.7.10

    Posted in: Minecraft Mods
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    posted a message on [Forge 1.7.10] Custom Armor not using custom properties for it.
    Having a slight error with making custom armor. I'm trying to create custom armor for my mod, but I can't give it custom durability, resistance etc.
    Here's the code in the armor's class for it:
    [p]package com.gruntxproductions.mce.armor;[/p]
    [p]import com.gruntxproductions.mce.MinecraftCombatEvolved;[/p]
    [p]import net.minecraft.entity.Entity;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.item.ItemArmor;
    import net.minecraft.item.ItemStack;
    import net.minecraft.item.ItemArmor.ArmorMaterial;
    import net.minecraftforge.common.MinecraftForge;
    import net.minecraftforge.common.util.EnumHelper;[/p]
    [p]public class OdstArmour extends ItemArmor{
     private String [] armourTypes = new String [] {"OdstHelmet", "OdstChest", "OdstLeggings", "OdstBoots"};
     public OdstArmour(ArmorMaterial armorMaterial, int renderIndex, int armourtype) {
     super(armorMaterial, renderIndex, armourtype);
     public String getArmorTexture(ItemStack armor, Entity entity, int slot, String type){
     return "mce:odst.png";
     public boolean isEquipped(EntityPlayer player) {
     return (player.inventory.armorInventory[3] != null && player.inventory.armorInventory[3].getItem() instanceof OdstArmour &&
     player.inventory.armorInventory[2] != null && player.inventory.armorInventory[2].getItem() instanceof OdstArmour && 
     player.inventory.armorInventory[1] != null && player.inventory.armorInventory[1].getItem() instanceof OdstArmour &&
     player.inventory.armorInventory[0] != null && player.inventory.armorInventory[0].getItem() instanceof OdstArmour

    And here's the code relating to the armor in the Main.
    [p]package com.gruntxproductions.mce;[/p]
    [p]import com.gruntxproductions.blocks.multiplayer.BlockPlayerSpawn;
    import com.gruntxproductions.blocks.multiplayer.BlockWeaponSpawn;
    import com.gruntxproductions.blocks.multiplayer.TileEntityPlayerSpawn;
    import com.gruntxproductions.blocks.multiplayer.TileEntityWeaponSpawn;
    import com.gruntxproductions.mce.armor.EvaArmor;
    import com.gruntxproductions.mce.armor.OdstArmour;
    import com.gruntxproductions.mce.armor.ReconArmor;
    import com.gruntxproductions.mce.armor.SpartanArmor;
    import com.gruntxproductions.mce.blocks.BlockForerunner;
    import com.gruntxproductions.mce.blocks.BlockForerunnerCannonMan;
    import com.gruntxproductions.mce.blocks.BlockForerunnerGravityLift;
    import com.gruntxproductions.mce.blocks.BlockGeneric;
    import com.gruntxproductions.mce.blocks.GenericMetal;
    import com.gruntxproductions.mce.blocks.GreenFire;
    import com.gruntxproductions.mce.blocks.BlockHardLight;
    import com.gruntxproductions.mce.blocks.HardLightEmitter;
    import com.gruntxproductions.mce.commands.CommandCustomGame;
    import com.gruntxproductions.mce.commands.CommandICBMLaunch;
    import com.gruntxproductions.mce.creativetabs.BlocksTabs;
    import com.gruntxproductions.mce.creativetabs.WeaponsTabs;
    import com.gruntxproductions.mce.entities.EntityBluePlasmaBolt;
    import com.gruntxproductions.mce.entities.EntityBomb;
    import com.gruntxproductions.mce.entities.EntityBomber;
    import com.gruntxproductions.mce.entities.EntityBullet;
    import com.gruntxproductions.mce.entities.EntityCarbineBullet;
    import com.gruntxproductions.mce.entities.EntityContrail;
    import com.gruntxproductions.mce.entities.EntityDemolitionCharge;
    import com.gruntxproductions.mce.entities.EntityForerunnerGravitron;
    import com.gruntxproductions.mce.entities.EntityFuelRod;
    import com.gruntxproductions.mce.entities.EntityGreenPlasmaBolt;
    import com.gruntxproductions.mce.entities.EntityICBM;
    import com.gruntxproductions.mce.entities.EntityMirv;
    import com.gruntxproductions.mce.entities.EntityNeedle;
    import com.gruntxproductions.mce.entities.EntityPellet;
    import com.gruntxproductions.mce.entities.EntityPlasmaLance;
    import com.gruntxproductions.mce.entities.EntityProjectile;
    import com.gruntxproductions.mce.entities.EntityRocket;
    import com.gruntxproductions.mce.entities.EntitySniperBullet;
    import com.gruntxproductions.mce.items.GenericItem;
    import com.gruntxproductions.mce.items.ItemDemolitionCharge;
    import com.gruntxproductions.mce.items.ItemDetonator;
    import com.gruntxproductions.mce.items.ItemGhost;
    import com.gruntxproductions.mce.items.ItemLongsword;
    import com.gruntxproductions.mce.items.ItemTestICBMLaunch;
    import com.gruntxproductions.mce.items.UNSCsword;
    import com.gruntxproductions.mce.items.WeaponClip;
    import com.gruntxproductions.mce.networking.CustomGameInfoPacket;
    import com.gruntxproductions.mce.networking.PacketPipeline;
    import com.gruntxproductions.mce.networking.RecoilPacket;
    import com.gruntxproductions.mce.networking.SoundPacket;
    import com.gruntxproductions.mce.networking.VehicleVelocityPacket;
    import com.gruntxproductions.mce.ores.GenericOre;
    import com.gruntxproductions.mce.structures.Structure;
    import com.gruntxproductions.mce.structures.StructureGenerator;
    import com.gruntxproductions.mce.vehicles.VehicleGhost;
    import com.gruntxproductions.mce.vehicles.VehicleLongsword;
    import com.gruntxproductions.mce.weapons.*;[/p]
    [p]import net.minecraft.block.Block;
    import net.minecraft.client.Minecraft;
    import net.minecraft.client.renderer.EntityRenderer;
    import net.minecraft.command.ServerCommandManager;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.entity.EntityTracker;
    import net.minecraft.entity.EntityTrackerEntry;
    import net.minecraft.init.Blocks;
    import net.minecraft.item.Item;
    import net.minecraft.item.ItemArmor.ArmorMaterial;
    import net.minecraft.server.MinecraftServer;
    import cpw.mods.fml.client.registry.RenderingRegistry;
    import cpw.mods.fml.common.Mod;
    import cpw.mods.fml.common.Mod.EventHandler;
    import cpw.mods.fml.common.ModClassLoader;
    import cpw.mods.fml.common.ObfuscationReflectionHelper;
    import cpw.mods.fml.common.SidedProxy;
    import cpw.mods.fml.common.event.FMLInitializationEvent;
    import cpw.mods.fml.common.event.FMLPostInitializationEvent;
    import cpw.mods.fml.common.event.FMLPreInitializationEvent;
    import cpw.mods.fml.common.event.FMLServerStartingEvent;
    import cpw.mods.fml.common.gameevent.TickEvent;
    import cpw.mods.fml.common.registry.EntityRegistry;
    import cpw.mods.fml.common.registry.GameRegistry;
    import net.minecraftforge.common.util.EnumHelper;[/p]
    [p]public static ArmorMaterial EnumArmorMaterial = EnumHelper.addArmorMaterial("Odst", 25, new int[]{4, 7, 4, 2}, 7);[/p]
    [p]public static Item odstHelmet = new OdstArmour(ArmorMaterial.IRON, 0, 0).setTextureName("mce:odstHelmet").setCreativeTab(MinecraftCombatEvolved.weaponsTabs).setUnlocalizedName("odstHelmet");
     public static Item odstChest = new OdstArmour(ArmorMaterial.IRON, 0, 1).setTextureName("mce:odstChest").setCreativeTab(MinecraftCombatEvolved.weaponsTabs).setUnlocalizedName("odstChest");
     public static Item odstLeggings = new OdstArmour(ArmorMaterial.IRON, 0, 2).setTextureName("mce:odstLeggings").setCreativeTab(MinecraftCombatEvolved.weaponsTabs).setUnlocalizedName("odstLeggings");
     public static Item odstBoots = new OdstArmour(ArmorMaterial.IRON, 0, 3).setTextureName("mce:odstBoots").setCreativeTab(MinecraftCombatEvolved.weaponsTabs).setUnlocalizedName("odstBoots");[/p]
    [p]GameRegistry.registerItem(odstHelmet, "odstHelmet");
     GameRegistry.registerItem(odstChest, "odstChest");
     GameRegistry.registerItem(odstLeggings, "odstLeggings");
     GameRegistry.registerItem(odstBoots, "odstBoots");[/p]

    I've already looked up a few other tutorials relating to adding custom armor in an attempt to solve the problem, and one referred to adding 'import net.minecraft.items.EnumArmorMaterial'. When I added this, it came up with an error because it couldn't find it (I suspect my problem lies here).
    I'm using Eclipse Juno 4.2.2 and Forge 1.7.10-
    Posted in: Java Edition Support
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