Just curious, will the weapons be customizable? I'd completely understand if they weren't (doesn't really go along with Halo, and I'd image it'd be difficult to code), but I just had to ask (curiosity got the better of me).
So far the weapons aren't customisable at all, but a little customisation might be added.
The reason for purple plasma at the moment is because there are green, blue and purple plasma, and I did purple first as it popped up first, but blue and green should come soon, this is because i have to create 2 more entities and it isn't that easy, and along with the gun actually shooting it becomes very complex and that is why most gun mods (And previous Halo Mods) fail.
In other news The Assault riffle is now automatic!! YAY!!
A GUI is under way and is fully functional, now just the Textures
The release date is still unofficial but we are very close to completing everything for this update. The reason it has been a long time since the last release is because we have a fare bit of content added, and MasterRD is the only one that is texturing. and for coding Me and MOa are the only ones, and coding takes time. So sorry for the inconvenience.
i think you should make new dimensions instead of world types.
We have been juggling around with that idea, if we did it each world would have a different portal which most likely will be a ship,
EG.
planet Reach's portal would be abroad the UNSC Pillar of Autumn.
The next update should be out a few days after 1.5.1 is released.
I know that you guys have been wanting to see what we have so far, so I will make a short video.
But for know just hold on, we're almost there!
NOTE: I am a very lazy coder when it comes to textures, and with 1.5 the code for giving a block/item a texture has changed, if any of you guys know a short method of doing this please leave a reply or PM me, and yes I do know about the infinite sprite indexing with forge but I am having bugs with it considering the texturing code changed in 1.5!
With 1.5 the texture system changed even for modding APIs so at the moment I don't have textures but i can take screenshots of the outdated version which is basically the same except its 1.4.7!
but the new release should be about another week or so, when 1.5 gets all the bugs fixed (1.5.1).
It'd be interesting if there was a faction-type system in the mod. Do tasks for Covies, gain thier favor. Do tasks for UNSC, gain their favor. Same goes for Forerunners, Rebels, etc. Then, once your favor is high, you could craft some sort of block to call for supplies, at a cost of currency (possibly gained from tasks). Things such as soldiers, weapons, vehicles, instant-bases/buildings, inter-planetary travel (limit Covie favor to Covie planets, UNSC to UNSC planets, etc.), etc. Maybe even make other factions hostile after a set limit of favor to a faction hostile to that class. Pacts could also be made between classes, but that would require extremely complex AI, I'd imagine. I'm getting way to detailed, aren't I.
Just an idea. Thought of the factions and it kind of branched from there.
Not sure we will do that, at least not anytime soon but good idea/
Here's a list of everything currently added;
-Everything from Prerelease/Snapshot V1.1
-Magnum (Uses bullets)
-Plasma Pistol (Damage bar)
-Assault Rifle (WIP)
-Bullets (Ammo for UNSC weapons)
-Concrete
-Forerunner Metal (Animation in Progress)
-GUI (WIP, should be finished by next release)
-Crafting recipes (Officially SSP enabled!)
-Shift Clicking a on a block with gun places it!
-Marine Armour (MOa's Project)
-Marine mob (MOa's Project)
-Energy Dagger (MOa's Project)
-Instant UNSC base (Like HaloWars UNSC base, includes; Barracks(WIP), Turret(WIP), AirPad(WIP), Vehicle Depot(WIP) & the main UNSC Base(WIP) - These are still WIP as they are only buildings and have no purpose other than being a base!)
-And a few little bits and pieces
THIS IS NOT THE OFFICIAL RELEASE LIST, THIS IS JUST WHAT WE HAVE SO FAR, I MIGHT ALSO HAVE MISSED A FEW THINGS!
-Regards
marko5049
A Coder of The Halo Battle Field Mod.
It is great to see that you are doing textures im sure we will use them as me and MOa have been coding ourselves to death and honestly i dispise texturing so much that it is the main reason i dont make mods by myself otherwise i woild have a lot of mods up right now, also im crap at texturing. So thankyou!!!!!!
Please continue texturing, ill see if i can add you to me and MOa's PM.
Thanks MOa for giving me credit.
I hope you enjoy your week, and can get back to coding soon.
I am to start work on a project soon for coloured blocks and it will be more than just average coloured blocks, I'll let MOa spoil more on this one later.
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
this.renderBullet((EntityBullet)par1Entity, par2, par4, par6, par8, par9);
}
}
0
We haven't really considered it yet, I don't know why, so you'll have to ask MOa.
0
So far the weapons aren't customisable at all, but a little customisation might be added.
0
0
For now we will be using bullets, but ammo clips will come soon, this is so we can focus on the more important bits.
0
0
In other news The Assault riffle is now automatic!! YAY!!
A GUI is under way and is fully functional, now just the Textures
The release date is still unofficial but we are very close to completing everything for this update. The reason it has been a long time since the last release is because we have a fare bit of content added, and MasterRD is the only one that is texturing. and for coding Me and MOa are the only ones, and coding takes time. So sorry for the inconvenience.
-Regards
marko5049
0
I know, i'm young, get used to it!
0
We have been juggling around with that idea, if we did it each world would have a different portal which most likely will be a ship,
EG.
planet Reach's portal would be abroad the UNSC Pillar of Autumn.
The next update should be out a few days after 1.5.1 is released.
I know that you guys have been wanting to see what we have so far, so I will make a short video.
But for know just hold on, we're almost there!
NOTE: I am a very lazy coder when it comes to textures, and with 1.5 the code for giving a block/item a texture has changed, if any of you guys know a short method of doing this please leave a reply or PM me, and yes I do know about the infinite sprite indexing with forge but I am having bugs with it considering the texturing code changed in 1.5!
Thnx!
-Regards
marko5049
Video coming soon!
0
but the new release should be about another week or so, when 1.5 gets all the bugs fixed (1.5.1).
0
Not sure we will do that, at least not anytime soon but good idea/
Here's a list of everything currently added;
-Everything from Prerelease/Snapshot V1.1
-Magnum (Uses bullets)
-Plasma Pistol (Damage bar)
-Assault Rifle (WIP)
-Bullets (Ammo for UNSC weapons)
-Concrete
-Forerunner Metal (Animation in Progress)
-GUI (WIP, should be finished by next release)
-Crafting recipes (Officially SSP enabled!)
-Shift Clicking a on a block with gun places it!
-Marine Armour (MOa's Project)
-Marine mob (MOa's Project)
-Energy Dagger (MOa's Project)
-Instant UNSC base (Like HaloWars UNSC base, includes; Barracks(WIP), Turret(WIP), AirPad(WIP), Vehicle Depot(WIP) & the main UNSC Base(WIP) - These are still WIP as they are only buildings and have no purpose other than being a base!)
-And a few little bits and pieces
THIS IS NOT THE OFFICIAL RELEASE LIST, THIS IS JUST WHAT WE HAVE SO FAR, I MIGHT ALSO HAVE MISSED A FEW THINGS!
-Regards
marko5049
A Coder of The Halo Battle Field Mod.
0
Magnum.iconIndex = ModLoader.addOverride("/gui/items.png", "/HaloBattleField/Magnum.png", 0);
MagnumBlock.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/HaloBattleField/Magnum.png", 0);
How do i fix the iconIndex and blockIndexInTexture thing???????
Help please!
0
BlockBlock.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/mod/BlockBlock.png", 0);
Blockitem.iconIndex = ModLoader.addOverride("/terrain.png", "/mod/BlockItem.png", 0);
raaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaage!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
0
Please continue texturing, ill see if i can add you to me and MOa's PM.
Regards
marko5049
0
I hope you enjoy your week, and can get back to coding soon.
I am to start work on a project soon for coloured blocks and it will be more than just average coloured blocks, I'll let MOa spoil more on this one later.
Regards
marko5049
0
package ****.****.****;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.renderer.Tessellator;
import java.util.Map;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.util.MathHelper;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
public class RenderBullet extends Render
{
public void renderBullet(EntityBullet par1EntityBullet, double par2, double par4, double par6, float par8, float par9)
{
this.loadTexture("/folder/Bullet.png");
GL11.glPushMatrix();
GL11.glTranslatef((float)par2, (float)par4, (float)par6);
GL11.glRotatef(par1EntityBullet.prevRotationYaw + (par1EntityBullet.rotationYaw - par1EntityBullet.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(par1EntityBullet.prevRotationPitch + (par1EntityBullet.rotationPitch - par1EntityBullet.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F);
Tessellator var10 = Tessellator.instance;
byte var11 = 0;
float var12 = 0.0F;
float var13 = 0.5F;
float var14 = (float)(0 + var11 * 10) / 32.0F;
float var15 = (float)(5 + var11 * 10) / 32.0F;
float var16 = 0.0F;
float var17 = 0.15625F;
float var18 = (float)(5 + var11 * 10) / 32.0F;
float var19 = (float)(10 + var11 * 10) / 32.0F;
float var20 = 0.05625F;
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F);
GL11.glScalef(var20, var20, var20);
GL11.glTranslatef(-4.0F, 0.0F, 0.0F);
GL11.glNormal3f(var20, 0.0F, 0.0F);
var10.startDrawingQuads();
var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18);
var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18);
var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19);
var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19);
var10.draw();
GL11.glNormal3f(-var20, 0.0F, 0.0F);
var10.startDrawingQuads();
var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18);
var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18);
var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19);
var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19);
var10.draw();
for (int var23 = 0; var23 < 4; ++var23)
{
GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
GL11.glNormal3f(0.0F, 0.0F, var20);
var10.startDrawingQuads();
var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14);
var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14);
var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15);
var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15);
var10.draw();
}
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
this.renderBullet((EntityBullet)par1Entity, par2, par4, par6, par8, par9);
}
}