[mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
- TechnoWolfTV
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
Great job on 0.4! Thank you for making and maintaining this mod, it's great. One thing in 0.4 that I've noticed is that when using a weapon (in my case, the Glock pistol) and after reloading and discharging it, a graphic appears at the upper-right of the screen with how many rounds remain. That's great, but it does not go away even after "holstering" the firearm and doing something else such as shoveling dirt. Is there a way to make that graphic disappear right away when moving to a different equipped item? Also, is it possible to move the rounds remaining graphic further to the upper-right and not so much in the field of view? Not complaining, just pointing out a possible bug, and giving my small opinion. Thanks again for a great mod!!
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
this is a great mods, you really feel like you are using the weapons, they are great for servers, but i do have some complains and questions, i have the latest versions of this mod but i can't seem to find the minigun anywhere in the inventory, can anyone tell me why that is? also i have a complain is not that big of a deal, but the S.V.D a semi-auto, not a bolt action, and i would also like to see something maybe like a Double Barrel Shotgun
Last edited by Bag0Cheese on Mon Mar 29, 2021 01:33, edited 1 time in total.
- davidthecreator
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
Minigun is not registered in this version due to a mistake in the mod's code. (Will be fixed next update)
- AFCM
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
wow! amazing mod! Is adding player animations possible?
- AFCM
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
It would be cool to have also army stuff like more modern armors, sandbags, etc.
- AFCM
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
Is there some servers with this mod?
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
This is the best guns mod I've tried so far.
Will you make it standalone so it does not require default and tnt mods? So we can use this mod with Mineclone 2 or other games, not just with Minetest game.
Thank you!
Will you make it standalone so it does not require default and tnt mods? So we can use this mod with Mineclone 2 or other games, not just with Minetest game.
Thank you!
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
TNT is needed for explosions though...
So I would either have to make my own and crappier version of explosion for explosive weapons or disable all items that need them.
As for default... It probably won't be too difficult so I might remove it as a hard dependency.
- davidthecreator
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
Tried adding nicer gun wielding... But currently, once you mess with player's bone positions, there's no way to return their original animations, so I will do that as soon as returning bone animations is implemented in MT
- AFCM
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
If you want, mcl2 API for explosions is far more powerful than TNT one.davidthecreator wrote: ↑Thu Apr 01, 2021 16:27TNT is needed for explosions though...
So I would either have to make my own and crappier version of explosion for explosive weapons or disable all items that need them.
As for default... It probably won't be too difficult so I might remove it as a hard dependency.
You can explode even protected areas, blast even obsidian, deal only damage and knockback to players and entities (with no griefing), change drop rate, disable sound or particles....
See the documentation (made by me!): https://git.minetest.land/MineClone2/Mi ... ons/API.md
You could easily support these 2 mods by making them optional (even if one of them is needed ingame)
This mod design is used in many other mods like worldedit_gui.
Last edited by AFCM on Fri Apr 02, 2021 08:36, edited 6 times in total.
- AFCM
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
I never make animations for mt, but in mcl2 bow animation seems pretty cool, even with no engine change.davidthecreator wrote: ↑Thu Apr 01, 2021 16:30Tried adding nicer gun wielding... But currently, once you mess with player's bone positions, there's no way to return their original animations, so I will do that as soon as returning bone animations is implemented in MT
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
a thing that i have noticed, you can make custom textures for the mod, i tried this just to see what happened and it actually worked.
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- davidthecreator
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
Pretty sure that works for any mod...Bag0Cheese wrote: ↑Fri Apr 02, 2021 17:56a thing that i have noticed, you can make custom textures for the mod, i tried this just to see what happened and it actually worked.
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
@davidthecreator did you have a look at mcl2 explosion API? I would love to see your mod working with mcl2!
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
I have an idea to make this mod standalone without making it worse.
You could "transform" the guns into airsoft guns, by removing the smoke particle effects, change the fire sounds, change the bullet sprite to a white 6 mm bb, remove all explosives (so no more tnt mod dependency), make all guns using the same ammo but keep the magazine size.
We don't even need tons of guns, just 1/2 pistols, 1/2 smgs, 1/2 shotguns and 1/2 sniper rifles
You could "transform" the guns into airsoft guns, by removing the smoke particle effects, change the fire sounds, change the bullet sprite to a white 6 mm bb, remove all explosives (so no more tnt mod dependency), make all guns using the same ammo but keep the magazine size.
We don't even need tons of guns, just 1/2 pistols, 1/2 smgs, 1/2 shotguns and 1/2 sniper rifles
- Lone_Wolf
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
You don't need to do any of thatMentos wrote: ↑Sat Apr 03, 2021 18:50I have an idea to make this mod standalone without making it worse.
You could "transform" the guns into airsoft guns, by removing the smoke particle effects, change the fire sounds, change the bullet sprite to a white 6 mm bb, remove all explosives (so no more tnt mod dependency), make all guns using the same ammo but keep the magazine size.
We don't even need tons of guns, just 1/2 pistols, 1/2 smgs, 1/2 shotguns and 1/2 sniper rifles
See https://github.com/minetest-mods/lavastuff for an example of having compat with multiple games at once
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
It might require Making a new ore mod specifically for MCL and/or adding alternative craftable crafting materials for ammo...
And checking which TNT mod is present and using it to handle explosions shouldn't be too difficult...
So I am considering adding MCL support.
And checking which TNT mod is present and using it to handle explosions shouldn't be too difficult...
So I am considering adding MCL support.
Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
How about a mini game using this mod?
The game will take inspiration from ace of spades game, it's a very fun game!
game mode:
- team deathmatch: players spawn in their team base where they start with base objects like a pickaxe, a shovel and a weak pistol with few ammo
Players have to mine tunnels through the map, looking for chests (or even better, lucky blocks with random loot) which store more powerful guns, grenades, ammo and medikits
The team with more kills wins the match, till the map will restart
PS: I know this require a lot of work and coding, but, since I'm not able to do it, this game can still be playable without everything being automated. I mean, initially we don't need a kill counter or a timer, these are great features but still not a game changing.
The game will take inspiration from ace of spades game, it's a very fun game!
game mode:
- team deathmatch: players spawn in their team base where they start with base objects like a pickaxe, a shovel and a weak pistol with few ammo
Players have to mine tunnels through the map, looking for chests (or even better, lucky blocks with random loot) which store more powerful guns, grenades, ammo and medikits
The team with more kills wins the match, till the map will restart
PS: I know this require a lot of work and coding, but, since I'm not able to do it, this game can still be playable without everything being automated. I mean, initially we don't need a kill counter or a timer, these are great features but still not a game changing.
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
there is a kill counter and a timer mod so that is hopefully covered .
there is also wuzzys treasure chest despenser that hides chest randomly .
you also have the villages and settlements mods that have chests too.
so you are almost there .
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
here is a concept, it's called the scattergun some o' yall may recognise it, it has a 6 round clip, fires shotgun shells, when you press right click it loads 2 shells into each barrel, you press left click one time, it fires one barrel, you shoot again, fires both barrels, and when you press right click again it ejects both shells. sinse it holds 6 shots and there are 2 barrels you would only have 3 rounds, it's not that accurate but the pellets have sligtly better range. So i know it more likely wont happen but if you ever plan to give this mod an update here's a small concept.
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
hi, this is a great mod, but it crashes the server when i shot to any node that generate particles, as general nodes, mobs or players, but doesnt crash when shooting to the air
minetest server version 5.4.1 (same on 5.4.0)
debian testing (same on debian buster)
here are two logs
UPDATE: the first error ocurred when shot the electric barrier of borders mods, and the second error now does not happen :)
minetest server version 5.4.1 (same on 5.4.0)
debian testing (same on debian buster)
here are two logs
Code: Select all
2021-04-21 23:37:01: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'builtin' in callback luaentity_Step(): ...est/bin/../games/Raideos/mods/rangedweapons/ammo.lua:319: bad argument #2 to 'random' (interval is empty)
2021-04-21 23:37:01: ERROR[Main]: stack traceback:
2021-04-21 23:37:01: ERROR[Main]: [C]: in function 'random'
2021-04-21 23:37:01: ERROR[Main]: ...est/bin/../games/Raideos/mods/rangedweapons/ammo.lua:319: in function <...est/bin/../games/Raideos/mods/rangedweapons/ammo.lua:31>
Code: Select all
2021-04-22 03:44:06: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'rangedweapons' in callback luaentity_Step(): ...inetest/bin/../games/Raideos/mods/rangedweapons/ammo.lua:117: attempt to concatenate local 'hit_texture' (a table value)
2021-04-22 03:44:06: ERROR[Main]: stack traceback:
2021-04-22 03:44:06: ERROR[Main]: ...inetest/bin/../games/Raideos/mods/rangedweapons/ammo.lua:117: in function <...inetest/bin/../games/Raideos/mods/rangedweapons/ammo.lua:31>
cdb_71b6f99a808c
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
the mod isn't working properly, before it was working, now everytime that i load the mod into a world in crashes it with one of those messages when a mod doesn't work
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
is it my idea or do the shots do damage only above a certain distance?
when shooting at close range at another player the bullets seem to do no harm
when shooting at close range at another player the bullets seem to do no harm
cdb_71b6f99a808c
- davidthecreator
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Re: [mod]ranged weapons[2021.03.05] [0.4] [rangedweapons]
If you get too close, the bullet might just pass your target before it's start checking for collisions and hit something behind your target.
And sniper rifles are intentionally made to deal more damage the further you are from your enemy.
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