2024.2.4.5f

Changelog

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

Files

modularwarfare-shining-2024.2.4.5f.jar(21.59 MiB) Primary Download
Nashorn.jar(1.93 MiB) Download
[shining]official-contentpack.zip(91.09 MiB) Download
[shining]simplepart-contentpack.zip(8.87 MiB) Download

Project members

SIZStan

Owner

Details

Licensed CC-BY-SA-4.0
Published 2 years ago
Updated a year ago