The Meaning of Life, the Universe, and Everything.
Join Date:
8/17/2012
Posts:
57
Member Details
I got a very glitchy game none of the aircraft seem to be showing on the creative tab or Tmi nor the drones a and no nukes nothing allmost all the blocks in the mod are like purple and overwritten The mechs sink on the ground and crash the game but without a crash message and drop pods missile launchers and vehicles dissapear and reapear randomly,cant us the missile launcher . only thing that works are guns and sentrys I dont know what to do . maybe because im using forge 10.0.804 a more advanced n=one that it is sooooooo bugggyyyy I cant even play right. Im very anxius for this and cant wait this looks great either way My only mods are forge - optifine - Tmi - this one - balkons weapon mod / help?
The Meaning of Life, the Universe, and Everything.
Join Date:
8/17/2012
Posts:
57
Member Details
oh so thats why it isnt there and only one question why do the mechs and the raveners dissapear when you move away from them? is this a known bug or I installed it wrong because I put the mod in mods folder and also tried magic launcher but some things dissapear when you walk like 2 blocks away and the robot that sounds like a dog sinks in the ground so is there a known bug page where I can see if its not my problem or just the mod itself
sorry I think I know my bugs are just the mod itself I just didnt saw the first comment in the page sorry dont worry about my comment either way I like the guns.
Yeah I'll personally do a tutorial on weapons after 0.25, then vehicles after 0.3.
Lol I have ideas.
I also recorded a few weird and funny things which have happened while testing, i'll make a blooper video once I have enough.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
sorry your not getting my models, as stealing code is not a nice thing to do. admins will take care of this.
(if they havnt already)
wut
You talking about RenderICBM.class? Dude both mods have ICBMs, and intercontinental ballistic missile is not a proper noun. Afaik the ICBM mod doesn't even have a class named that.
I'm actually not in huge need of modelers anymore; I've gotten good with blender. Though help is still appreciated.
As for the lack of an update I've been having a horrendous time with grenades crashing when near bedrock for some reason, eventhough I'm doing nothing differently than vanilla TNT. I may just have to publish with the bug included.
oh, sorry for being hostile I couldnt send you my model anyhow I accidentally deleted it :I but still thanks for tellin me and I think your problem with the grenades is the rendering in the mist stuff near bedrock....
No I've not had any issues with smoke, is one of the easier things I've done in terms of debugging. Its an issue with vanilla, specifically doExplosionA. I'm just unable to figure out why it crashes - or rather all threads stop responding, a crash would actually be a good thing in this case that way I would know what was happening. And it 'crashes' when called by any of my mod entities, I have no idea why/how TNT is different.
I have so many issues with vanilla I subvert it whenever feasible. It turns out the issues with projectiles were caused by vanilla force updating motion and position eventhough they never get out of synch, yet the updates desynch them.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
does this work for multiplayer?
and if it does, do the players hold their gun like propper aiming stance? or does it looks that theyre holding a sword stance?
Guns have been aimed properly like you said since 0.1. Press F5 for 3rd person and see yourself. I was thinking about making it so you don't lower your gun immediately as you release RMB, but that would/will be hard because of vanilla. I'll try looking at it again before this update.
You'll notice that guns aren't sized very well and some are off position, I'll assign someone to fix that for the patch after next.
MP is working in the current release. Though there is an issue with full-autos being choppy on dedicated server, I'm fixing that right now.
Lol meanwhile I broke my favorite test world, you know something is wrong when
hmm, about that aiming stance? maybe you can make a key activate it, just like arma 3/2. so you will have an idle stance and if you press a key (wich is set in the controlsmenu) you start aiming.
I've decided against aiming because I see no reason for it. Most games do it for realism but this is mc
also,does this mod works with smart moving? it would be awesome to just play with this mod, and crawling under some plants for cover
Thats a great idea. T1A is not a coremod (I'll avoid it for as long as I can, but no guarantees) so if smartmoving works with forge then it works with T1A. I'll look into putting it with the official modpack.
.p.s i love that your 3d models arn't that high detailed! it just fits the minecraft enviroment. good job!
Yeah I when people try to make mc realistic. I've never used a >16x16 texturepack.
Heres the current Mjolnir hover tank. It has low cube count so it still looks minecrafty, but at the same time it looks detailed and fancy.
___________________________________________
I just dug up some old recordings of modding bloopers. I think I'll just make a bunch of separate videos and throw them into a playlist.
"Tanks are denied- they dont make sense in minecraft"
But guns do? I mean, I'm not complaining, this mod looks awesome. By the way, do you know of a way to turn Voxlap engine things into models compatible for Minecraft? If so, I might be able to help you out a bit with some models.
But guns do? I mean, I'm not complaining, this mod looks awesome. By the way, do you know of a way to turn Voxlap engine things into models compatible for Minecraft? If so, I might be able to help you out a bit with some models.
PM me and I'll show you some of my work.
Tanks don't make sense because MC is a hilly/rugged environment, which is what mechs are designed for. Tanks are for flat terrain and roads. If most terrain was uniform and flat then I would reconsider.
Voxlap engine? not heard of it. Unless you could find a util to convert its stuff to .obj. I wouldn't bother using it, esp considering inability to rotate. Blender is quite nice.
Crafting QuestionFor guns, I'm going to have a barrel, action, and stock required for each gun. I see 3 options.
-Make a large 16x8 crafting grid, for crafting you place all 3 of those parts, then surround with raw materials corresponding to the recipe.
-Make a unique barrel stock and action for each gun. (however each of these parts can have special effects, so this would make parts mostly untransferrable between gun types, however I would make some parts common, like the AR and BAR use the same barrel, and AR and SMG would use same stock. This would be the 'best' solution it seems, but could make crafting confusing.
-Make each gun recipe the same except for a single item which dictates what type of gun it is. This would be easy and would make crafting easier, but is horrendously unrealistic.
For crafting orbital missiles and vehicles I've decided to go with 3d crafting using blocks in the world.
I read in some of the earlier posts that this mod uses IC2 items and energy, so I though of this: some kind of weapon capable of draining quantum armor's charge, so that you can't just walk around unharmed with 10 or so other people attacking you. Maybe a gun with iridium bullets or an upgraded Nano Saber could fill this role. Anyways, mod looks good so far. Just thought I'd offer a suggestion.
draining quantum armor's charge, so that you can't just walk around unharmed with 10 or so other people attacking you.
I will find some way to either disable or severely nerf quantum and nano.
I'll also replace IC2 nukes with T1A nukes.
Reposting because new page Crafting QuestionFor guns, I'm going to have a barrel, action, and stock required for each gun. I see 3 options.
-Make a large 16x8 crafting grid, for crafting you place all 3 of those parts, then surround with raw materials corresponding to the recipe.
-Make a unique barrel stock and action for each gun. (however each of these parts can have special effects, so this would make parts mostly untransferrable between gun types, however I would make some parts common, like the AR and BAR use the same barrel, and AR and SMG would use same stock. This would be the 'best' solution it seems, but could make crafting confusing.
-Make each gun recipe the same except for a single item which dictates what type of gun it is. This would be easy and would make crafting easier, but is horrendously unrealistic even by mc standards.
Edit: decided on an alteration of 2, where each part has two types. I am happy with it.
Im making a homemade AR-15 ive made 2 earlier but im trying to make it fire a bigger round it should be done soon im gonna make a custom weapon (homemade) next :I you should make each gun fire the recoil correctly and the shotguns recoil is wayyyyy to much.....I think the shotguns recoil is actually REALLLY horrible in the mod in real life it pushes your shoulder back goes up about an inch but swings your arms up a bit so just about half your recoil on it then take off a 5th of that and it should be fine...
The current release is alpha 0.2 so most things aren't implemented yet.
T1A currently has no coremods so as long as forge works and you have no itemId conflicts (you can check using TMI) other mods shouldn't affect it.
sorry I think I know my bugs are just the mod itself I just didnt saw the first comment in the page sorry dont worry about my comment either way I like the guns.
Most of the things you described are fixed in the current indev version.
Lol I have ideas.
I also recorded a few weird and funny things which have happened while testing, i'll make a blooper video once I have enough.
wut
You talking about RenderICBM.class? Dude both mods have ICBMs, and intercontinental ballistic missile is not a proper noun. Afaik the ICBM mod doesn't even have a class named that.
I'm actually not in huge need of modelers anymore; I've gotten good with blender. Though help is still appreciated.
__________________________________________________
As for the lack of an update I've been having a horrendous time with grenades crashing when near bedrock for some reason, eventhough I'm doing nothing differently than vanilla TNT. I may just have to publish with the bug included.
I have so many issues with vanilla I subvert it whenever feasible. It turns out the issues with projectiles were caused by vanilla force updating motion and position eventhough they never get out of synch, yet the updates desynch them.
Guns have been aimed properly like you said since 0.1. Press F5 for 3rd person and see yourself. I was thinking about making it so you don't lower your gun immediately as you release RMB, but that would/will be hard because of vanilla. I'll try looking at it again before this update.
You'll notice that guns aren't sized very well and some are off position, I'll assign someone to fix that for the patch after next.
MP is working in the current release. Though there is an issue with full-autos being choppy on dedicated server, I'm fixing that right now.
Lol meanwhile I broke my favorite test world, you know something is wrong when
Xd
I've decided against aiming because I see no reason for it. Most games do it for realism but this is mc
Thats a great idea. T1A is not a coremod (I'll avoid it for as long as I can, but no guarantees) so if smartmoving works with forge then it works with T1A. I'll look into putting it with the official modpack.
Yeah I when people try to make mc realistic. I've never used a >16x16 texturepack.
Heres the current Mjolnir hover tank. It has low cube count so it still looks minecrafty, but at the same time it looks detailed and fancy.
___________________________________________
I just dug up some old recordings of modding bloopers. I think I'll just make a bunch of separate videos and throw them into a playlist.
But guns do? I mean, I'm not complaining, this mod looks awesome. By the way, do you know of a way to turn Voxlap engine things into models compatible for Minecraft? If so, I might be able to help you out a bit with some models.
PM me and I'll show you some of my work.
'Tavi be beautiful...
Tanks don't make sense because MC is a hilly/rugged environment, which is what mechs are designed for. Tanks are for flat terrain and roads. If most terrain was uniform and flat then I would reconsider.
Voxlap engine? not heard of it. Unless you could find a util to convert its stuff to .obj. I wouldn't bother using it, esp considering inability to rotate. Blender is quite nice.
Crafting Question For guns, I'm going to have a barrel, action, and stock required for each gun. I see 3 options.
-Make a large 16x8 crafting grid, for crafting you place all 3 of those parts, then surround with raw materials corresponding to the recipe.
-Make a unique barrel stock and action for each gun. (however each of these parts can have special effects, so this would make parts mostly untransferrable between gun types, however I would make some parts common, like the AR and BAR use the same barrel, and AR and SMG would use same stock. This would be the 'best' solution it seems, but could make crafting confusing.
-Make each gun recipe the same except for a single item which dictates what type of gun it is. This would be easy and would make crafting easier, but is horrendously unrealistic.
For crafting orbital missiles and vehicles I've decided to go with 3d crafting using blocks in the world.
I will find some way to either disable or severely nerf quantum and nano.
I'll also replace IC2 nukes with T1A nukes.
Reposting because new page
Crafting Question For guns, I'm going to have a barrel, action, and stock required for each gun. I see 3 options.
-Make a large 16x8 crafting grid, for crafting you place all 3 of those parts, then surround with raw materials corresponding to the recipe.
-Make a unique barrel stock and action for each gun. (however each of these parts can have special effects, so this would make parts mostly untransferrable between gun types, however I would make some parts common, like the AR and BAR use the same barrel, and AR and SMG would use same stock. This would be the 'best' solution it seems, but could make crafting confusing.
-Make each gun recipe the same except for a single item which dictates what type of gun it is. This would be easy and would make crafting easier, but is horrendously unrealistic even by mc standards.
Edit: decided on an alteration of 2, where each part has two types. I am happy with it.