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Handmade-Guns Overdrive

An overhaul of "HandmadeGuns" that seeks to take this open source gun mod to the next level. All assets have also been translated to English for ease of use.

Автор: RagexPrince68310,6 тыс.18обновлён 29 сент. 2026 г.
СнаряжениеТехнологииТранспорт

Описание

Handmade Guns Overdrive

Important: Make sure to download the latest “Additional Files” `.zip from the downloads section. The main mod jar alone does not include all required assets, sounds, and content files used by Handmade Guns Overdrive.

Advanced Firearms for Minecraft 1.7.10

Handmade Guns Overdrive (HMG) is a heavily expanded firearms framework for Minecraft Forge 1.7.10, designed for everything from survival and military modpacks to large-scale faction warfare and PvP servers.

HMG is built around external content packs rather than a fixed weapon roster. Guns, ammunition, magazines, attachments, models, animations, sounds, recipes, projectiles, and weapon behavior can all be customized, allowing individual packs and servers to build completely different firearm ecosystems on top of the same mod.

Modern Weapons & Animation

HMG Overdrive introduces a modern animation system alongside full support for traditional HMG weapons.

Weapons can use native Blockbench .bbmodel models and animations, allowing animated firearms to be imported directly from Blockbench without converting them to legacy OBJ/MQO models or recreating their animations with AddParts.

Blockbench weapons support animated firing, tactical and empty reloads, inspection, magazines, bolts, weapon components, first-person hands, ADS positioning, and third-person positioning. The underlying animation system supports layered animations, smooth transitions, interpolation, priorities, interruption, looping, and independent animation state for individual weapons.

Existing OBJ, MQO, AddParts, and legacy HMG content packs remain supported.

Advanced Firearm Mechanics

HMG provides a large configurable weapon framework including:

  • Semi-automatic, burst, and fully automatic firearms
  • Magazine-based and specialized reload systems
  • Multiple ammunition and magazine types
  • Weapon attachments and configurable compatibility
  • Recoil and advanced ADS behavior
  • Fire selectors and weapon zeroing
  • Animated magazines, bolts, hands, and weapon components
  • Weapon mobility and weight mechanics
  • Improved projectile tracing and headshot detection
  • Mounted and placed weapons

Weapons can range from simple pistols and rifles to machine guns, launchers, explosives, and specialized military equipment.

Projectiles & Explosives

HMG supports far more than standard bullets, including armor-piercing ammunition, fragmentation rounds, rockets, grenades, explosive projectiles, incendiaries, lasers, torpedoes, and other custom projectile types.

Explosion behavior includes configurable damage and block destruction, improved distance falloff, and physical cover detection so substantial blocks can protect entities while vegetation and other non-solid blocks do not act as unrealistic blast shielding.

Content Packs & Survival

Content packs can define nearly every part of a weapon independently, making HMG suitable for both combat-focused servers and full survival progression.

The mod includes support for gun crafting, ammunition production, industrial materials, Gun Smithing Tables, custom recipes, attachments, and pack-specific progression systems.

Modern packs can use a cleaner organized asset structure for models, textures, animations, sounds, and attachments, while older HMG pack layouts remain compatible.

Multiplayer & Server Support

HMG Overdrive is designed with multiplayer and dedicated servers in mind. Gameplay-critical systems such as ammunition, reloads, projectiles, damage, and administrative settings remain server-authoritative while visual animation and presentation are handled client-side.

Server owners have extensive configuration and balancing controls, including projectile behavior, recoil, explosives, mobility, rendering options, pickup behavior, and a persistent global infinite-ammunition mode.

The required vecmath runtime is bundled with HMG Overdrive, so dedicated servers should not require a separate vecmath installation.

Mod Compatibility

HMG Overdrive includes compatibility and integration work for many major 1.7.10 combat and immersion mods, including:

  • MCHeli
  • MCHeli Overdrive
  • Combatives
  • Real First Person 2
  • Flan's Mod armor systems
  • FMU+
  • Guide-API
  • LittleMaidMobX
  • GVC / WW2 ecosystem mods

Additional integrations can also be provided through content packs and server configurations.

Built for Minecraft 1.7.10

Handmade Guns Overdrive is actively maintained for Minecraft Forge 1.7.10, bringing modern weapon animation, improved combat mechanics, better server support, and significantly more flexible content creation to the original HMG platform.

Whether you're building a survival modpack, modern military experience, faction-war server, or custom PvP environment, HMG provides a highly configurable foundation for firearms and combat.

Галерея

HMG Dragonov Sniper RifleAKS-74U RifleRPK-74 LMGFlak Anti-Air Gun

Последние версии

Все версии →
release

Stability and Feels

4.0.5.1
29 сент. 2026 г.377Minecraft: 1.7.10forge
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## HMG Overdrive This update focuses on weapon visuals, TaCZ compatibility, firing presentation, audio, and creative inventory organization. ### Improved Weapon Lighting - Reworked held-weapon lighting so guns match Minecraft's world lighting more naturally. - TaCZ and Bedrock-imported weapons no longer become excessively dark under normal lighting conditions. - Legacy weapons now use cleaner world lighting instead of their old custom lighting approximation. - Emissive parts, illuminated optics, reticles, transparent materials, and generated inventory icons remain supported. ### Improved TaCZ Firing Animation TaCZ-imported weapons now reproduce their original firing presentation more closely. - TaCZ weapons use their own authored firing animation instead of also receiving HMG's legacy whole-gun kick. - Added TaCZ's original first-person firing sway, lift, and yaw behavior. - Improved firing animation blending and rapid-fire transitions. - Improved recoil return between repeated shots. - TaCZ ADS constraints now help keep weapon movement around its intended position. - Bolt, slide, charging-handle, and other internal weapon animations remain independent of whole-model movement. - Reduced excessive receiver movement and clipping while firing in ADS. These changes affect the weapon model itself only. Gameplay recoil, mouse movement, spread, aiming, and weapon balance are unchanged. ### Creative Inventory Reorganized Weapon tabs have been simplified and reorganized into broader categories: - Assault Rifles - Submachine Guns - Machine Guns - Shotguns - Sniper Rifles - Bolt-Action Rifles - Pistols - Launchers - Other / Special Weapons - Vehicle Weapons - Sample Weapons Carbines, Battle Rifles, and Marksman Rifles no longer have separate tabs. - Carbines and Battle Rifles have been folded into Assault Rifles. - Marksman rifles are now placed under either Assault Rifles or Sniper Rifles depending on their role. - Bolt-Action Rifles remain separate. - Sample and demonstration weapons have been moved out of the normal weapon categories into their own Sample Weapons tab. ### Vehicle Weapons Added a dedicated Vehicle Weapons category for vehicle-specific ordnance and items that are not usable as normal handheld weapons. This includes things such as: - bombs - missiles - vehicle rockets - weapon pods - vehicle-only weapon items Functional placed weapons and handheld launchers remain in their normal categories. ### TaCZ Audio Improvements - Restored a large number of missing original TaCZ and ClassicRCCRP weapon sounds. - Improved reload, draw, inspect, bolt, charging, and other mechanical animation audio. - Improved sound fallback behavior for imported TaCZ animations with missing individual sound markers. - A small number of sound references remain unavailable because the original source packs do not contain the referenced files. ### Weapon Sound Updates - Updated the AK-47 firing sound. - Updated the AK-74 firing sound.
release

4.0.4.2

4.0.4.2
26 сент. 2026 г.38Minecraft: 1.7.10forge
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# HMG Overdrive — Gun Icon Rework & Fire Mode Update ## Reworked Gun Inventory Icons - HMG's existing model-based gun inventory icons have been completely reworked for consistency and performance. - Instead of repeatedly relying on the live gun renderer for inventory presentation, HMG now generates a clean model-derived icon once and reuses it across GUI screens. - The reworked icons are used consistently across: - Inventory - Hotbar - Creative menu - GUIs - NEI - Generated icons are cached to disk and reused on future launches. - Guns with authored inventory sprites can still use them normally through existing icon overrides. - Equipped guns, dropped guns, placed guns, skins, attachments, and other live-world rendering remain unchanged. ## Much Better Gun Icon Framing - Gun icons are now framed around the weapon's actual visible silhouette instead of depending on the raw model origin or authored scale. - Pistols, rifles, launchers, and unusually offset pack models should now appear at much more consistent sizes. - Weapons are automatically centered and scaled to use most of the available icon space while still keeping transparent padding around the model. - Long barrels, stocks, optics, suppressors, and other protruding parts are much less likely to clip outside the icon. - If a weapon still approaches the capture boundary, HMG automatically retries with a wider view. - Weapons that still cannot be captured safely fall back to their authored sprite instead of saving a visibly broken or clipped icon. - Higher-resolution captures and improved downsampling produce cleaner edges and transparency. - Older cached icons automatically regenerate using the new framing system. ## More Reliable Icon Caching - Completed gun icons now persist more reliably between game sessions. - Unchanged guns can load their cached icon directly without needing another capture. - Failed or interrupted cache writes are handled safely instead of corrupting the saved icon. - If disk saving fails, a successfully generated icon remains usable for the rest of the current session. - Resource reloads and game shutdowns now handle pending icon saves more cleanly. - Changes to gun models, textures, animation data, transforms, or other appearance data automatically invalidate the old cached icon and generate an updated one. ## Cleaner Pending and Failure Behavior - While a model-derived icon is still being prepared, HMG uses the gun's normal authored sprite instead of falling back to an expensive live render. - Failed icon generation also falls back cleanly to the authored icon rather than repeatedly retrying expensive rendering work. - Inventory, hotbar, creative, GUI, and NEI all share the same finalized generated icon once it is ready. ## Better Default Fire Selector - Newly created guns that support automatic fire now default to their first available automatic fire mode. - Semi-auto-only weapons continue to use their normal first configured fire mode. - Existing gun stacks keep whatever fire mode was already saved on them.
release

4.0.3.1

4.0.3.1
20 сент. 2026 г.90Minecraft: 1.7.10forge
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# HMG Overdrive — 2026-09-20 ## New Features - Added a new optional technology progression system for HMG weapons. - Guns can now be assigned a historical year or technology tier. - Server owners can enable progression independently for HMG. - Half-step tiers are supported for more gradual progression. - Unclassified custom weapons remain unrestricted for compatibility. - Added server-controlled progression commands. - Operators can change the active HMG technology level without restarting the server. - Progression is saved per world and synchronized to connected players. - Optional Creative and operator bypasses can be configured. - Added technology information to weapon tooltips. - Classified weapons now display their assigned year/tier when inspected. - Classified all bundled HMG firearms and weapons for progression. - This includes legacy HMG content, GVC weapons, WWII weapons, vehicle weapons, migrated TaCZ weapons, Blockbench weapons, and ClassicRCCRP content. - Later variants of the same weapon family use their appropriate historical year rather than inheriting the earliest model's date. ## Progression Restrictions - Weapons above the currently unlocked technology level can now be prevented from: - Firing - Being crafted - Being created through the Gun Smithing Table - Existing restricted weapons are not deleted from inventories. - Melee weapons, attachments, kits, recipes, templates, and other non-firearm definitions remain outside the technology system where appropriate. ## Fixes - Improved reliability of HMG's bundled content extraction on Windows. - HMG no longer unnecessarily rewrites bundled files that are already identical. - Reduced the chance of startup failures caused by temporary Windows file locks. - Changed bundled files are now replaced more safely instead of being overwritten while still in use. - Fixed several HMG file streams that could remain open longer than intended. - This reduces the chance of bundled pack files becoming locked during startup or content generation. - Improved startup error reporting for bundled HMG content. - Pack extraction failures are now reported separately instead of appearing as misleading recipe-loading errors. - Errors now identify the affected bundled pack and file, making startup issues significantly easier to diagnose. ## Backend - Added persistent per-world HMG progression state and client synchronization. - Added server-authoritative progression checks for firing, crafting, trigger handling, and Gun Smithing Table transactions. - Added safer bundled-pack cache materialization with unchanged-file reuse, temporary-file replacement, and Windows-specific retry handling. - Improved cleanup of magazine, gun definition, settings, sound, resource, and script file streams.
release

4.0.2.1

4.0.2.1
20 сент. 2026 г.16Minecraft: 1.7.10forge
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# HMG Overdrive — Version Update ## New Weapons Added new migrated weapon variants using TaCZ and ClassicRCCRP presentation assets while retaining HMG gameplay behavior. ### TaCZ - M870 - M1014 - Kar98k - M320 - HK416D - Mk 14 EBR ### ClassicRCCRP - AK-74 - AK-74M - AKS-74U - HK416 - M110 - MG36 ClassicRCCRP content is packaged separately with its original CC BY 4.0 attribution. --- ## Reload & Weapon Audio Overhaul - Added full mechanical reload audio support for migrated TaCZ-style weapons. - Magazine, bolt, slide, pump, shell, and other mechanical sounds can now play directly from authored animation markers. - Reload sounds now follow the actual animation timing instead of relying on generic approximations. - HMG firing sounds remain authoritative and are not replaced by imported animation markers. - Added fallback reload audio support for weapons whose source animations do not contain sound markers. ### Per-Shell Reloading Migrated per-shell weapons now properly follow HMG's real ammunition lifecycle. - Added staged reload presentation with: - reload intro - repeated shell/round insertion - reload finish/cancel animation - Each shell or round is only added when HMG actually commits it. - Interrupting a reload retains ammunition that was already inserted. - Future rounds are never granted simply because an animation played. - Existing firing interruption behavior remains supported. This now applies to weapons including: - M870 - M1014 - Kar98k Kar98k now uses five real single-round magazine slots rather than presenting a cosmetic full-clip reload. --- ## Animation Improvements - Fixed imported equip/draw animations that could incorrectly loop forever. - Imported draw animations now correctly return to the weapon's idle pose after completing. - Fixed a crash when equipping the ClassicRCCRP AKS-74U. - Zero-duration held idle poses are now preserved correctly instead of being treated as impossible looping animations. - Timed locomotion and action animations remain unchanged. --- ## Crafting Recipes All migrated weapons now inherit the Gun Smithing Table recipe of their legacy HMG gameplay counterpart. This includes: - TaCZ weapons - ClassicRCCRP weapons - Blockbench AKM Imported versions now follow the same progression and material requirements as their original HMG equivalents instead of existing as recipe-less variants. --- ## Inventory Rendering Adjusted several imported weapon icons for better inventory presentation. - Increased TaCZ RPG-7 inventory size by 1.5×. - Reduced the oversized TaCZ M870 inventory model. - Reduced the oversized TaCZ M1014 inventory model. These changes only affect inventory rendering. Weapon size while: - equipped - dropped - aiming - in first person - in third person is unchanged. --- ## Naming & Creative Tabs Cleaned up imported weapon names and content tabs. ### Creative Tabs - `HMG TaCZ Guns` - `HMG ClassicRCCRP Guns` - `HMG Blockbench Guns` ### Weapon Names Imported weapons now use consistent source-prefixed names such as: - TaCZ AK-47 - TaCZ Glock 17 - TaCZ M870 - TaCZ M1014 - TaCZ Kar98k - TaCZ M320 - TaCZ HK416D - TaCZ Mk 14 EBR - ClassicRCCRP AK-74 - ClassicRCCRP AK-74M - ClassicRCCRP AKS-74U - ClassicRCCRP HK416 - ClassicRCCRP M110 - ClassicRCCRP MG36 - Blockbench AKM Removed player-facing underscores and raw internal naming from migrated content. --- ## Content Pack Cleanup ### HMG Blockbench Added a dedicated `HMGBlockbench` pack. - Moved the Blockbench AKM out of the normal GVCguns pack. - Moved its Blockbench model and related content with it. - Added the required pack-local dependencies so the weapon remains self-contained. - Legacy GVCguns assets used by existing weapons remain untouched. ### TaCZOfficial Consolidated the older Bedrock test weapons into the production TaCZ content structure. - AK-47 now belongs exclusively to `TaCZOfficial`. - Glock 17 now belongs exclusively to `TaCZOfficial`. - Removed the old `TaCZCompatibility` development pack. - Removed duplicate gun definitions and redundant development assets. There is no longer a separate test gun pack being distributed solely for the early Bedrock imports. --- ## Backend / Modpack Developer Changes - Added reusable deferred recipe-copy support for migrated weapons. - Migrated recipes now resolve against their actual HMG gameplay counterpart after recipe packs finish loading. - Added staged imported reload presentation states: - `INTRO` - `INSERT` - `END` - Added reusable support for animation-timed mechanical sound markers. - Added clip-start sound fallback support for marker-less imported animations. - Imported fire/shoot animation markers are filtered so HMG remains authoritative for firing audio and weapon behavior. - Improved handling of zero-duration imported animation poses. - Cleaned duplicate imported registrations, localization entries, obsolete pack references, and development-only packaging. - Updated TaCZOfficial, ClassicRCCRP, and HMG Blockbench migration metadata and attribution. ## Licensing / Migration Notes The following packs remain excluded from direct weapon migration: - Warzone — packed asset format - Continental — no directly compatible HMG gameplay equivalents currently identified Some weapons also remain excluded where their caliber, model, or specialized operating lifecycle does not cleanly map onto an existing HMG counterpart.
release

Native Bedrock

4.0.1.4
16 сент. 2026 г.70Minecraft: 1.7.10forge
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## Handmade Guns Overdrive — Changelog ### TaCZ / Bedrock Weapon Improvements - Fixed migrated rifles occasionally breaking their hand pose after the initial equip/draw animation. - Added smooth transitions between idle, walking, running, and other movement animations. - Improved sprint-to-fire behavior. - Weapons now return toward a proper firing position before shooting. - Added a short delay after sprinting to prevent firing directly from the lowered running pose. - Quick trigger presses during this transition are retained instead of being ignored. - Improved overall animation consistency across migrated TaCZ/Bedrock weapons. ### RPG-7 Improvements - Fixed the RPG-7 rocket remaining visible after being fired. - The rocket now correctly disappears when the launcher is empty and reappears during reload. - Fixed the RPG-7 appearing excessively large in inventory views. ### G36 / Asset Fixes - Fixed missing G36/G36K scope and ADS textures. - Fixed a Glock icon filename issue discovered during the migration cleanup. - Improved handling of supporting weapon assets such as custom sight and scope textures. ### Animation Improvements - Improved draw-to-idle transitions. - Smoothed transitions between movement states. - Improved transitions from sprinting back into firing-ready animations. - Reduced abrupt snapping between imported weapon animations. ## Developer / Backend Changes - Improved persistent BASE animation handling for imported Bedrock weapons. - Added dedicated locomotion crossfading. - Prevented movement transitions from interfering with ACTION animations. - Added generic support for ammunition-dependent model parts. - Improved detection of TaCZ projectile/ammunition bones. - Improved interaction between sprinting, firing, ADS, reloads, and imported animation states. - Expanded migrated asset dependency handling so weapon-specific scope and render textures are included correctly. ## Known / Deferred - The previously observed M1911 off-hand animation issue has not received a dedicated fix. - Per-shell reload weapon migration remains deferred. - TaCZ reload and mechanical audio integration remains planned for a future update.
beta

4.0.1BETA

4.0.1BETA
14 сент. 2026 г.28Minecraft: 1.7.10forge
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### Beta Changelog **Player-Facing Changes** * Added native support for TaCZ-style Bedrock weapon models. * TaCZ-style guns can now use their original models, textures, and animations directly in HMG. * Added support for TaCZ walking and sprinting animations. * Added directional walking and ADS walking animations. * Added sprint start, sprint loop, airborne sprint hold, and sprint end transitions. * Improved animation layering so movement and weapon actions blend more naturally. * Added support for shared TaCZ rifle/pistol movement animations without replacing each gun’s own firing, reload, or inspect animations. * Added support for HMG skins on both native `.bbmodel` guns and imported Bedrock guns. * Fixed texture/resource conflicts that could cause older HMG weapons to render incorrectly. * Restored normal rendering for legacy HMG weapons affected by the first Bedrock implementation. * Improved Bedrock model UVs, transforms, and general first-person rendering. * Official TaCZ AK-47 and Glock 17 are now included as initial compatibility examples. * Warzone-style `taczpack.dat` packs are intentionally unsupported. **Known Beta Issues** * Legacy HMG reload animations are currently broken. * Bedrock gun icons can be offset in the creative menu and inventory. * Third-person hand placement still needs refinement. * Some imported TaCZ guns currently show optional attachment geometry by default, such as the AK sight rail or Glock extended magazine. * Some weapons may have overlapping geometry or texture fighting because of those extra visible parts. * TaCZ-specific gameplay systems such as underbarrels, attachment logic, Lua behavior, custom ammunition systems, and ballistics are not supported. **Developer / Compatibility Changes** * Added native Bedrock geometry loading through HMG’s existing imported-model runtime. * Added support for nested bones, pivots, rotations, mirror, inflate, negative dimensions, texture dimensions, and box/per-face UVs. * Added `BASE → MOVEMENT → ACTION → ADDITIVE` animation layering. * Added shared animation fallback support while preserving local weapon actions. * Isolated imported model/texture resources to prevent cross-pack collisions. * Added format-based rejection for packed/obfuscated `taczpack.dat` content.
release

Villager installation

4.0.0.3
11 сент. 2026 г.66Minecraft: 1.7.10forge
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# HandmadeGuns Overdrive 4.0.0.3 ## Bundled Official Content - Official HMG Overdrive content is now included directly inside the main mod JAR. - Guns, magazines, attachments, textures, sounds, models, animations, and maintained configuration files no longer require a separate Additional Files download. - Installing HMG Overdrive now only requires placing the mod JAR in the `mods` folder. - `handmadeguns_Packs` remains fully supported for addons, custom content, overrides, and live reloading. - External packs load after bundled content and can override compatible built-in definitions. ## Creative Ammo Improvements - Guns taken from the creative inventory now begin with a full loaded magazine. - Creative players no longer need to perform an initial reload before firing. - Creative reloads no longer consume, return, or spawn magazine items. - Firing still decreases loaded ammo normally, preserving standard reload behavior and animations. - Survival ammo and magazine behavior remains unchanged.
release

BLOCKBENCH SUPPORT

4.0.0.2
11 сент. 2026 г.19Minecraft: 1.7.10forge
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## HMG-Overdrive — Beta Changelog This beta is a major expansion of HMG-Overdrive focused on modern content-pack authoring, native Blockbench support, server usability, and several gameplay improvements. Existing OBJ/MQO content remains supported alongside the new systems. ### New Features - **Native Blockbench model and animation support** - HMG guns can now load `.bbmodel` projects directly without exporting the weapon to OBJ/MQO. - Supports Blockbench bones, cubes, pivots, textures, UVs, hierarchy, and embedded animations. - Supports position, rotation and scale animation channels with step, linear, Catmull-Rom and Bezier interpolation. - Existing Blockbench/TaCZ-style animations can provide idle, fire, reload, inspect and other named clips. - Added support for TaCZ-style positioning nodes such as `idle_view`, `iron_view`, `thirdperson_hand`, and first-person hand locators. - Imported guns use their authored first-person and ADS positioning instead of requiring legacy HMG positioning values. - **New gun animation system** - Added named animation clips with BASE, ACTION and ADDITIVE layers. - Supports animation priorities, interruption, looping, reverse playback, hold behavior and smooth crossfades. - Animation playback is isolated per weapon/player/render context, including attachment previews and nested guns. - Added an optional **Inspect** action for weapons with inspect animations. - Fire, reload and cock actions can automatically drive imported animations while gameplay remains server-authoritative. - **Fully animated Blockbench reloads** - Reloading now explicitly starts the appropriate imported `reload_tactical` or `reload_empty` animation. - Reload animations are authorized by the server but presented immediately on the owning client. - Imported reloads retain control of the weapon pose for the complete animation instead of being replaced by HMG's legacy reload pose. - Reload animations now play to their natural completion instead of being cut short by delayed reload-state synchronization. - Legacy guns continue using the original reload system. - **Clean content-pack asset structure** - HMG packs can now use organized `models/`, `textures/models/`, `textures/items/`, `textures/misc/`, `animations/`, `sounds/`, and `attachments/` directories. - Added concise references such as `Model,akm.mqo`, `Texture,akm.png`, `BlockbenchModel,cod4_ak.bbmodel`, and `Animations,akm.json`. - Existing legacy HMG layouts remain supported for third-party packs. - Repository HMG packs have been migrated to the new structure. - **Built-in dedicated-server vecmath dependency** - HMG now ships its required vecmath 1.5.2 runtime itself. - Dedicated servers should no longer require users to manually install a separate vecmath jar. - Existing vecmath installations are detected and left untouched. - Compatibility with GVC, WW2 and Linker APIs using standard `javax.vecmath` types is preserved. - **Global infinite ammo** - Added `/hmg infiniteammo` for server administrators. - Can be toggled or explicitly set with `/hmg infiniteammo <true|false>`. - Applies globally to players and persists through the world's gamerules. - Reloading supplies ammunition without consuming reserves while enabled, while normal chamber, bolt and weapon restrictions remain intact. ### Gameplay Changes - **Improved headshot detection** - HMG now classifies individual projectile impacts against the victim's actual bounds and head/eye region instead of relying on the previous generic ray/fallback behavior. - Existing headshot damage and sound behavior is retained. - Combatives poses can provide authoritative eye-height information when available. - **Reworked heavy-weapon jumping** - Heavy equipment now prevents the jump before vanilla movement occurs rather than correcting the player afterward. - Removed downward correction teleports and post-jump vertical velocity clamps. - Flight and riding bypass the weight restriction. - Client/server mobility state is synchronized for more consistent jump prediction. - **Improved explosion cover** - Blast protection now considers physical collision instead of primarily visual block properties. - Vegetation, webs and other non-solid/replaceable blocks no longer count as meaningful explosion cover. - Glass, fences, doors, slabs, stone and other physically substantial blocks can provide cover. - **Improved explosion damage falloff** - Configured HMG explosions now use horizontal distance for damage falloff with a separate vertical limit. - Full damage remains within the configured radius, followed by linear falloff out to twice that radius. - Terrain exposure continues to modify final damage. ### Compatibility & Content Authoring Blockbench support is completely opt-in. Existing OBJ/MQO guns, legacy animation behavior, attachments and existing third-party HMG pack layouts remain supported. Imported models can also use embedded textures and animations, allowing a substantially more self-contained gun-authoring workflow. The included Blockbench AKM example demonstrates a directly imported animated weapon, including tactical and empty reload variants, without requiring OBJ export or manual `AddParts` definitions. ### Notable Fixes & Changes - Fixed Blockbench textures being initialized too early during Forge startup. - Corrected imported Blockbench model orientation, scale, pivots and animation coordinate conversion. - Improved first- and third-person positioning for imported weapons. - Improved animated hand placement using authored Blockbench/TaCZ hand locators. - Fixed animation ownership surviving normal synchronized `ItemStack` replacement instead of restarting the equipped animation. - Blockbench guns no longer inherit legacy HMG sprint positioning. - Improved HMG/Flan's/Combatives aiming-pose compatibility. - Added stricter pack ownership and path isolation so HMG only imports assets belonging to the intended HMG content pack. **Beta note:** Native Blockbench support is intentionally being released as a beta while broader weapon/content-pack combinations are tested. Existing legacy weapon formats remain available as the compatibility path.
beta

4.0.0.1

4.0.0.1BETA
10 сент. 2026 г.25Minecraft: 1.7.10forge
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# HandmadeGuns Overdrive — Beta Changelog ## Released Changes ### Features * Added **Creative Mode infinite ammo**. * Added a global admin infinite-ammo toggle: * `/hmg infiniteammo` * `/hmg infiniteammo <true|false>` ### Fixes * Reworked **headshot detection** to validate actual projectile impact locations against the target. * Improved entity hit ordering and fixed several incorrect or missed headshots. * Fixed **Flan's armor arms not following HMG's temporary third-person quick-ADS firing pose**. * Fixed heavy weapons causing broken or desynced jumping behavior. * Heavy weapons now reject invalid jumps before vanilla movement instead of correcting the player afterward. * Removed jump velocity clamps and downward correction teleports. * Improved client/server jump-state synchronization. * Fixed explosion cover checks so **grass, flowers, ferns, crops, saplings, vines, cobwebs, and other non-protective blocks** do not weaken explosions. * Improved explosion cover detection for actual physical blocks such as walls, glass, fences, doors, and slabs. * Fixed explosion damage becoming excessively weak from vertical separation. * Explosion damage now uses horizontal distance for falloff while keeping a vertical blast-radius limit. * Terrain and solid cover still reduce explosion damage normally. ## Work in Progress ### Named Gun Animations * Added the foundation for **optional named gun animations**. * Supports custom fire, reload, inspect, bolt, magazine, additive, looping, reversing, hold, and transition animations. * Added animation priorities, interruption, crossfading, and presentation-only animation events. * Added content-pack JSON loading and fallback behavior for legacy guns. * Added an optional inspect input and animation API/event support. * Existing HMG meshes, pivots, visibility logic, VBO/display-list caching, and legacy animations remain supported. * Currently needs broader in-game testing across: * first and third person * NPCs * GUI/preview rendering * nested and mounted guns * attachments * reload/inspect/switch behavior * multiplayer and dedicated servers
release

3.3.2.2

3.3.2.2
30 авг. 2026 г.140Minecraft: 1.7.10forge
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