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Since version 2.4.5f, fasterxml-jackson-2.12.xandjoml-1.10.5 no longer need to be downloaded separately

We have removed the prototype content pack and replaced it with the simplepart pack. Similar to Flan's Simple Parts Pack, it serves as a required prerequisite. We have deleted most of the guns and armor, retaining only the sound effects and aiming overlays to ensure there are no issues.

Gui:

  • Fixed an issue that caused the interface to not close

2024.2.4.6f

by SIZStan on Dec 16, 2024
Download

Since version 2.4.5f, fasterxml-jackson-2.12.xandjoml-1.10.5 no longer need to be downloaded separately

We have removed the prototype content pack and replaced it with the simplepart pack. Similar to Flan's Simple Parts Pack, it serves as a required prerequisite. We have deleted most of the guns and armor, retaining only the sound effects and aiming overlays to ensure there are no issues.

Due to numerous version updates, I have collapsed the previous update logs.

Version 2.4.5f-fix2

Spoiler ### Enhancements in Launcher-Type Weapon Logic: The following parameters are now fully effective:

Gun Parameters:

"bulletSpread": 4

"accuracySneakFactor": 0.8
"accuracyCrawlFactor": 0.6
"accuracyAimFactor": 0.05
"recoilCrawlYawFactor": 0.9
"recoilCrawlPitchFactor": 0.6

Bullet Parameters:

"impactDamage": 10
"projectileVelocity": 4
"explosionStrength": 6.0
"gravity": -0.01
"isSmoke": true
"isExplosion": true
"damageWorld": false

Parameter Descriptions:

  • impactDamage: Damage dealt to an entity upon impact.
  • projectileVelocity: Speed at which the projectile is launched.
  • explosionStrength: Strength of the explosion caused by the projectile (integer).
  • gravity :Downward speed of the projectile.
  • isSmoke: Whether the projectile leaves a smoke trail.
  • isExplosion: Whether the projectile explodes.
  • damageWorld: Whether the explosion caused by the projectile damages the world.

New Tactical Feature Toggle Options:

{
  "lean": {
    "enable": true,
    "autoHold": false,
    "mouseCorrection": true,
    "withGunsOnly": false
  },
  "slide": {
    "enable": true,
    "maxForce": 1.0
  },
  "sit": {
    "enable": true,
    "autoHold": true
  },
  "crawl": {
    "enable": true,
    "sprintCancel": true
  },
  "version": "1.0.0f"
}

Bug Fixes

  • Fixed the issue where tactical action parameters were not effective.
  • Fixed the issue where block attenuation curves were enabled by default.
  • Fixed the issue where arms were visible in the scope.

Overhauls

  • The modification interface can now only be opened in the default/defaultEmpty state.

Version 2.4.6

Enhancements in Weapon and Animation Logic:

New Features:

  • Custom Sprint Blending Node: Added a customizable node for sprint state transitions.

  • Aiming Fire Animations: Introduced the following animations for aiming and firing:

    • preFireADS
    • fireADS
    • fireLastADS
    • postFireADS
    • postFireADSEmpty
  • Laser Attachment: Added a new attachment type laser:

    Render Parameters:

    {
      "laserColor": [1.0, 0.0, 0.0],
      "laserAlpha": 1.0,
      "maxDistance": 100,
      "dotSize": 2.0
    }
    
    • laserColor: RGB values for the laser's color.
    • laserAlpha: Transparency level of the laser.
    • maxDistance: Maximum effective range of the laser beam.
    • dotSize: Size of the laser dot.

    Attachment Parameters:

    {
      "accuracyFactor": 1.0,
      "aimSpeedFactor": 1.0,
      "recoilPitchFactor": 1.0,
      "recoilYawFactor": 1.0
    }
    
    • accuracyFactor: Influence of the laser on weapon accuracy.
    • aimSpeedFactor: Impact of the laser on aiming speed.
    • recoilPitchFactor: Reduction in vertical recoil due to the laser.
    • recoilYawFactor: Reduction in horizontal recoil due to the laser.

Parameter Descriptions:

  • Reticle Scaling Parameters:
    • fovZoomStage: Discrete zoom levels supported by the reticle.
    • fovZoomMin: Minimum zoom level for continuous scaling.
    • fovZoomMax: Maximum zoom level for continuous scaling.
    • Note: When fovZoomMin and fovZoomMax are present, fovZoomStage will be ignored, enabling continuous (seamless) zoom functionality.
    • Example configuration:
      {
        "fovZoomStage": [4.0, 8.0],
        "fovZoomMin": 4.0,
        "fovZoomMax": 8.0
      }
      

Improvements:

  • Camera Shake Logic: Now influenced by lateral recoil.
  • Linear Model Parameter Adjustment: Smoothed parameter changes.
  • Adaptive Reticle Scaling:
    • Reticles now scale proportionally across resolutions.
    • Removed defocusing effects.
    • Supported seamless zoom transitions.
  • Gun Hold Length: Added a parameter to account for weapon length.
  • Projectile Trails: Introduced static caching for performance improvement.

Bug Fixes:

  • Resolved an issue causing desynchronized shell ejection effects in multiplayer.
  • Fixed tactical action-related armor misalignment.
  • Corrected errors with sprint parameters.
  • Addressed conflicts between first-person camera animations and third-person weapon interactions.
  • Enhanced GL compatibility for LittleTiles.

Forge Update:

  • Upgraded Forge version to 2860. Previous version 2855 remains supported.

2024.2.4.5f

by SIZStan on Jul 21, 2024
Download

Since version 2.4.5f, fasterxml-jackson-2.12.xandjoml-1.10.5 no longer need to be downloaded separately

We have removed the prototype content pack and replaced it with the simplepart pack. Similar to Flan's Simple Parts Pack, it serves as a required prerequisite. We have deleted most of the guns and armor, retaining only the sound effects and aiming overlays to ensure there are no issues.

Due to numerous version updates, I have collapsed the previous update logs.

Version 2.4.4f-fix8

Spoiler
  • Fix bullet scattering issue
  • Add animations defaultEmpty, preReloadEmpty, reloadFirstEmpty, reloadSecondEmpty
  • New sounds: weaponIdleEmpty, weaponPreReloadEmpty, weaponReloadEmpty, weaponReloadSecondEmpty
  • CustomiNpc can now render Enhance gun
  • Fix the issue of incorrect position of guns and blocks after hiding player models in armor
  • Add new Mod_Config parameter projectionScale to adjust the scaling depth of basic type
  • Adjusting the position of leg armor
  • Add Elytra feature to the backpack [can cancel the flight by jump again during flight]
  • Add Jet featurethe backpack [take off, hover, and burst during flight]
  • Add rendering parameters shellYawOffset, shellPitchOffset, shellForwardOffset to adjust the ejection position of shells
  • Add headshot to ohter entities
  • New parameters for bullet effect: fireLevel, explosionLevel, explosionBroken, knockLevel, and banShield
  • shellModel now follows bullet settings
  • bullet can change bullettrail
  • Encryption server migration

Version 2.4.4f-fix9

Spoiler
  • New shellModel function added, shellModel_ # will be displayed sequentially during shooting
  • Add new the parameter aimSpeedFactor for stock, which can adjust the aiming speed. Multiplication (The larger the value, the faster the aiming speed)
  • New sub option adjustment parameters added to the barrel to adjust flashModel position

"tcp.suppressor_normal": { "binding": "gunModel", "hidePart": [], "flashModelOffset": { "x": 0.0, "y": 0.0, "z": 0.0 } }

  • Add headshot event for bukkit call
  • Fix the issue: Losing grenade sound again
  • Fix the issue: When the barrel attachment is loaded with a non silencer, the sound heard by other players is still the silenced sound effect
  • Fix the issue: Under enhanced weapons, if players hold weapons with different aim speeds, their scope opening speeds will be disrupted by other players' weapons
  • Fix the issue: Under enhanced weapons, players changing weapons may cause nearby players in the open mirror state to lose their zoom factor
  • New Animation drawEmpty and inspectEmpty, with related sounds: weaponDrawEmpty and inspectEmpty
  • Added animations fireLast and postFireEmpty for use when only the last bullet is left
  • ShoulderSurfing compatibility

Version 2.4.4f-fix10

Spoiler
  • Update backpack storage logic
  • More ShoulderSurfing compatibility
  • Shooting and aiming angle following in ELM(HE) state
  • Added new configuration allowEquipSounds to control whether guns play default equipment sound effects
  • Added new configuration restrictingFireAnimationfiringReload to control whether postFireEmpty will be interrupted by fire and reload
  • Fix the issue: When CustomiNPC gives players guns, the ground also drops a portion
  • Fix the issue: Guns of the same type will be forcibly loaded after load execution
  • Fix the issue: Sound delay caused by network delay
  • Fix the issue: postFireEmpty will still be interrupted by preFire after being triggered
  • Fix the issue: The sounds of draw and inspect will be played repeatedly
  • Fix the issue: defaultEmpty will be reset to default by shot

Version 2.4.5f

New Parameters

  • accuracyThirdAimFactor Controls third-person aim scatter when holding the aim button
  • antiRecoilFactor The higher the value, the faster the recoil backtrack
  • antiRecoilStartTime Start time of the recoil, calculated in milliseconds. The lower the start time, the smaller the recoil

General Global Settings

  • serverTickVerification Enable server packet verification
  • serverShotVerification Enable server shot verification
  • collisionBorderSizeFixNonPlayer Bullet collision box size

Client Settings

  • enableBloodParticle Enable client-side hit particles
  • gunSmokeCorrectForBSL Enable gun smoke compatibility with BSL shaders
  • gunFlashEffect Enable gun flash system

Additional Features

  • Integrated hidePart and showPart for magazines

  • Added drag-and-drop attachment installation method [WIP]

  • Added bullet entity penetration and related settings:

    • Gun Attributes:
      • gunPenetrateSize Size of the penetrable collision box
      • gunPenetrationDamageFalloff Linear damage decay after penetration
    • Bullet Attributes:
      • bulletPenetrateFactor Bullet penetration influence (multiplicative)
  • Added bullet block penetration and related settings:

    • Gun Attributes:
      • gunMaxPenetrateBlockResistance The maximum block explosion resistance that can be penetrated.
      • gunPenetrateBlocksResistance The maximum continuous penetration resistance.
    • Bullet Attributes:
      • gunPenetrateBlocksDamageFalloffFactor Bullet penetration influence (multiplicative)
      • Damage falloff after penetration = Original damage * ((Remaining continuous penetration resistance / Maximum continuous penetration resistance) * Falloff factor).
  • New animation type: takedown /takedownEmpty(triggered when putting away a weapon)

    • related sounds effects: weaponTakedown/weaponTakedownEmpty
  • dual-wielding weapons

    • Added renderElements for third-person:
      • player_offhand Controls the position of offhand weapons
    • New rendering parameters:
      • renderOffhandPart Controls whether the model is rendered in the offhand
      • thirdHideOffhandPart Controls hidden models in the offhand
      • thirdShowOffhandPart Controls displayed models in the offhand
  • New gun chamber and barrel smoke system

"specialEffect": {
  "oldFlashModel": false,
  "postSmokeFactor": 1,
  "flashModelGroups": [
    {
      "name": "muzzle_point_1"
    }
  ],
  "postSmokeGroups": [
    {
      "name": "muzzle_point_1"
    }
  ],
  "ejectionGroups": [
    {
      "name": "ejection_point_1",
      "throwShellFrame": 38,
      "throwShellMaxForce": {
        "x": 0,
        "y": 0.5,
        "z": 0.5
      },
      "ejectSmoke": true,
      "ejectSmokeForce": {
        "x": -20,
        "y": -1,
        "z": 5
      }
    }
  ],
  "firstPersonShellEjectPos": {
    "x": 0,
    "y": 0,
    "z": -0.2
  },
  "thirdPersonShellEjectPos": {
    "x": 0,
    "y": 0,
    "z": 0
  }
}

Parameter Descriptions

  • name Shell and Side smoke will eject form this node
  • oldFlashModel Enable rendering for traditional FlashModel objects
  • postSmokeFactor Coefficient for gun muzzle smoke; The larger the value, the more smoke appears
  • flashModelGroups Objects in this group will be rendered as FlashModel objects
  • postSmokeGroups Objects in this group will become binding points for muzzle smoke
  • ejectionGroups Objects in this group will become binding points for ejection ports
  • firstPersonShellEjectPos Realistic first-person shell ejection position (generally best left unchanged)
  • thirdPersonShellEjectPos Realistic third-person shell ejection position (generally best left unchanged)
  • throwShellFrame Frame number to throw the shell (requires a separate model named shellEffect without any animations)
  • throwShellMaxForce Maximum force of shell ejection
  • ejectSmoke Enable ejection smoke
  • ejectSmokeForce Force adjustment for ejection smoke
  • Add a shellEffect object to the model file, which is used for throwing shell
  • This object cannot have any animation and must be at the world origin

New Window Frame Sequence Parts

"panelLogo": {
  "texhead": "he_start/he_start_",
  "FPS": 16,
  "frameCount": 29
},
"panelReload": {
  "texhead": "reload/reload_",
  "FPS": 16,
  "frameCount": 16
},
"panelAmmo": {
  "texhead": "number[0-1000]/number_",
  "FPS": 1,
  "frameCount": 29
},
"panelSpecialAmmo": {
  "0": {
    "texhead": "lowammo0/number_",
    "FPS": 5,
    "frameCount": 7
  }
},
"panelInspect": {
  "texhead": "he_start/he_start_",
  "FPS": 16,
  "frameCount": 29
}
  • AddedpanelModel to play sequence frames.

Explanation

  • Sequence image suffix starts from 0 and counts up to frameCount - 1
  • When used with panelAmmo, frameCount represents the cycle period. For example, if the current ammo count is 4 and frameCount is 3, the texture will be assets/modularwarfare/panel/+texhead+1.png
  • Specific instances for guns will be updated with the animation pack

Sequence Frame Display

  • panelLogo plays during the draw animation
  • panelReload plays during the preReload animation
  • panelAmmo plays based on the ammo count
  • panelSpecialAmmo plays when a specified ammo count is reached
  • panelInspect plays during the inspection process

Additional Features

  • Added mwf_camera to handle camera animations. Please use rotations as much as possible since translations in Blender units differ from Minecraft, causing discrepancies
  • New fire flash mechanism
  • Added devotionSpeed to control the acceleration strength for each shot [Tips: Focused Light Machine Gun]

Bug Fixes

  • Fixed accessory event for Bukkit
  • Fixed third-person weapon position offset caused by sneaking
  • Fixed inaccurate side head trajectory and non-following grenade throw position
  • Fixed preReloadEmpty issue where reload was completed directly
  • Fixed numerous network bugs and format adjustments (thanks to Komi's efforts)
  • Fixed empty magazine rendering error

Removals

  • Removed task button compatibility with CustomNpc
  • Removed restriction on gun loot being ground-only
  • Removed DevGui
  • Completely removed the original back weapon rendering (reworked and will be updated later)

Overhauls

  • Overhauled the rate of fire system [WIP]
  • Rewritten the refresh logic for the mod_config file

Since version 2.4.4f, mcgltf will no longer be used as a dependency. Please note downloading new dependencies[Hegltf is within the mod]

Also need Optifine G5

This is a little update before the major update.

* Adjust emission call for mixing

* Adjust the effect of leaning

* Adjust the rendering of hand

* Add GetLivingAABBEvent API

* Add model cache to hegltf. now you can load more guns with lower memory🔸

* Add new render parameter bobbingFactor [Enhance only]

* Add Hebridge for future character updates

* Add new parameter to adjust bullet spread[accuracyMoveOffset, accuracySprintOffset, accuracyHoverOffset]

* Add new feature for switch to first person view when you are aiming at third person view[new parameter autoSwitchToFirstView in Mod_Config][Support ShoulderSurfing 2.8.1][WIP]

* Fix the issue of abnormal model display when the number of nodes (objects, bones, etc.) exceeds 128🔸

* Fix the issue of incorrect starting point of bullets when leaning🔸

* Fix the issue of incorrect bullet spreaing at times🔸

2023.2.4.4f

by SIZStan on Aug 22, 2023
Download

Since version 2.4.4f, mcgltf will no longer be used as a dependency. Please note downloading new dependencies[Hegltf is within the mod]

  • Remove Mcgltf as the main dependency and use Hegltf instead [requires jackson libs]🔸
  • The random texture processing stage of the muzzle flame has been changed from POST to FIRE and the alpha channel has been enabled.
  • Sprint animation returns with significant performance improvement
  • Add inspection sound effect 'inspect'
  • Add custom bullettrail function [WIP]
  • Add simple animation script [WIP]
  • Add a list of default attachments, refer to configuration ↓

"defaultAttachments": { "sight": "tcp.scope_m24a2" }

  • Added Enhanced type gun arm armor display, supporting bone animation[ New Arm Armor Tutorial Document EN]🔸
  • Added Enhanced type guns emission map support[_glow]
  • Added Enhanced type guns texture alpha support [first person only]
  • Added recoil mechanism, canceling automatic recovery after detecting manual gun pressing
  • Remove the left panel of the attachment GUI
  • Remove the attachment GUI slot string "无" and write it to the lang language file
  • Fix the state machine issue of being unable to fire after death
  • Fix the issue of pitch angle affecting bullet spread [fix gimbal deadlock]
  • Add a new API for other addon calls
  • Configuration file refresh cancelled, built-in content pack cancelled [download separately]

2023.2.4.3f

by SIZStan on Jul 13, 2023
Download
  • New encryption system online
  • Important: Server will not load any 'ZIP' or 'JAR' pack. If you want to use content pack on server, you must unzip them.
  • New Attachment GUI.
  • Better OBBHIT.
  • More smooth lean.
  • New Attachment: Stock.
  • More parameters for the barrel and stock.
  • Make ModularMovement inside the mod.
  • Aim, Sneak, Sit, and Crawl will affect bullet spread.
  • No "modelRecoilBackwards" when aiming.
  • Third Person completed[include Loot and Itemframe].
  • Add EasyEffect inside the mod.
  • Fire Smoke[WIP and may rework].
  • Camera Shake[WIP and may rework].
  • Tooltips completed.
  • Temporarily remove the inside guns` model from the PIP scope→ add PBR effect in the future.
  • When the "allowEmptyMagazines" parameter of the magazine is false, the empty magazine will be thrown to the ground

Project members

SIZStan

Owner

Details

Licensed CC-BY-SA-4.0
Published 2 years ago
Updated 10 months ago