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ВЕРСИИ (33)
release
Stability and Feels
4.0.5.129 сент. 2026 г.377Minecraft: 1.7.10forge
Что нового
## 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
4.0.4.226 сент. 2026 г.38Minecraft: 1.7.10forge
Что нового
# 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
4.0.3.120 сент. 2026 г.90Minecraft: 1.7.10forge
Что нового
# 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
4.0.2.120 сент. 2026 г.16Minecraft: 1.7.10forge
Что нового
# 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
4.0.1.416 сент. 2026 г.70Minecraft: 1.7.10forge
Что нового
## 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
4.0.1BETA14 сент. 2026 г.28Minecraft: 1.7.10forge
Что нового
### 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
4.0.0.311 сент. 2026 г.66Minecraft: 1.7.10forge
Что нового
# 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
4.0.0.211 сент. 2026 г.19Minecraft: 1.7.10forge
Что нового
## 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
4.0.0.1BETA10 сент. 2026 г.25Minecraft: 1.7.10forge
Что нового
# 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
3.3.2.230 авг. 2026 г.140Minecraft: 1.7.10forge
release
3.3.1
3.3.124 авг. 2026 г.101Minecraft: 1.7.10forge
Что нового
# Changelog
## Fix HMG recipe lifecycle and Ore Dictionary consistency (PR pending)
- Defer content-pack crafting, smelting, and Gun Smithing Table recipes until the
initialization phase, after every mod has registered its pre-initialization ores.
- Build vanilla `ShapedOreRecipe` and Gun Smithing Table recipes from one canonical
normalized ingredient map so both accept the same Ore Dictionary members while
NBT-bearing and non-Ore-Dictionary stacks remain exact.
- Separate polymer and metal-block recipes from their pre-initialization item,
block, and Ore Dictionary registration.
## Audit HMG firearm sound levels (PR pending)
- Audit all parser-recognized unified-gun registrations in every HMG TXT pack and add or update rounded peak impulse `GunSoundLV` data where credible firearm or close-caliber measurements apply.
- Keep every sound-level record parser-safe with both required numeric fields, preserve unused second values for restricted non-suppressor guns, and leave ambiguous identities, launch impulses, and non-fired weapons unresolved rather than inventing measurements.
## `/reloadsetonlyhelditem` (PR pending)
- Add a player-only HMG command that selectively invalidates and reloads the model
resources and renderer for the currently held custom gun without running the
global `/reloadSettings` pack scan.
- Add per-resource invalidation to the HMG gun, OBJ, and MQO model caches while
preserving their existing global-clear behavior.
## Allow numbered attachment anchors on model branches (PR pending)
- Let multiple gun parts register the same numbered attachment slot so mutually
exclusive animated model branches can each supply the installed attachment's
live transform without changing per-render deduplication or fallback detection.
## Fix optic-aware HandmadeGuns ADS magnification (PR pending)
- Resolve the held or placed gun's sight from attachment slot 1 and select the
matching base, red-dot, scope, or custom-sight `Zoom` magnification safely.
- Keep `HMGFovHandler` authoritative for firearm ADS FOV changes while preserving
the legacy zoom event handler's HUD, overlay, sensitivity, and rendering work.
## Restrict attachments for the AWW2 gun pack (PR pending)
- Enable `attachRestriction` for every gun definition in the AWW2 pack so each
weapon accepts only its explicitly allowed attachments.
## Fix attachment-pack legacy addNewRecipe shapes (PR pending)
- Fix the independent `HMGAddAttachment` legacy parser missed by PR #153 / commit
`6bfd4fd5a90354b196f6ead74470323f22569b0e` so `ItemA` through `ItemI` remain
symbol definitions while `Recipe1` through `Recipe3` determine physical grid slots.
- Register attachment and ammunition recipes in both vanilla shaped crafting and the
Ammo category of the canonical Gun Smithing Table registry from the same shape.
- Resolve item-or-block symbols safely and reset all legacy recipe state after every
registration attempt.
## Fix legacy addNewRecipe Gun Smithing integration (PR pending)
- Keep legacy shaped recipes in vanilla crafting while registering the same output
and positional 3x3 shape in the canonical Gun Smithing Table registry used by NEI.
- Resolve legacy item-or-block ingredients into one safe stack representation, log
unresolved symbols, and reset all shape and ingredient state after each recipe.
- Categorize custom-magazine ammunition on the Ammo tab and firearm/default outputs
on the Guns tab.
## HMGO Armor-Piercing Bullet Penetration (PR pending)
- Allow armor-piercing projectiles to pass through intact collidable blocks whose
Forge blast resistance is no greater than vanilla stone, while bounded repeated
tracing still stops at stronger blocks and detects entities behind penetrations.
- Limit armor-piercing projectiles with damage 7 or lower to one confirmed block
penetration and projectiles with damage above 7 to two confirmed penetrations.
- Apply 90% direct-hit damage until the projectile penetrates its first qualifying
block, then use normal configured damage for the rest of that projectile's life.
- Apply 90% of configured gravity to armor-piercing projectiles without changing
shared gun or magazine configuration.
## Add interactive attachment GUI firearm preview controls (PR pending)
- Rotate the attachment GUI firearm preview with a left-button drag that begins in
the preview area, without interfering with attachment or player inventory slots.
- Zoom the firearm and its installed attachments with the mouse wheel while the
pointer is over the preview, with safe per-GUI zoom and pitch limits.
- Render the live attachment preview from a copied stack so viewing the model does
not modify the held firearm or its NBT.
## Display attachment names in firearm tooltips (PR pending)
- Resolve firearm attachment-whitelist identifiers to their localized, player-facing
item names in the `Valid attachments` tooltip, with the configured identifier as a
fallback when an attachment is unavailable.
- Document the distinction between stable `allowattach` identifiers and attachment
display names for content-pack authors.
## Fix HMG attachment GUI slot validation (PR pending)
- Require every attachment to match the established slot type: sight, support,
muzzle, under-barrel, or special ammunition.
- Apply gun attachment whitelists as an additional compatibility restriction
instead of allowing a whitelisted item to bypass its slot type.
- Restrict shift-click attachment destinations to the five exposed GUI slots
while preserving the existing 54-entry NBT-backed inventory and slot numbers.
## Add slot-aware ADS and gun-part attachment offsets (PR pending)
- Add `opticshift1` through `opticshift5` gun directives that combine live occupied-slot offsets with first-person ADS alignment and its transition without changing zeroing or elevation.
- Add `moveifattachpresent1` through `moveifattachpresent5` part directives that compose local movement with existing animation matrices, child hierarchies, and external attachment anchors.
- Validate both directive families as three finite values and document their direct mapping to the existing attachment GUI/NBT slots.
## Add close-range slug door breaching (PR pending)
- Add the per-ammunition `candoorbreach` option, disabled when omitted, and enable it for the bundled slug rounds.
- Allow explicitly configured projectiles fired within three blocks to open directly impacted wooden doors while preserving iron doors and normal bullet collision behavior.
## Fix external 3D attachment reload and render passes (PR pending)
- Rebuild existing external attachment item renderers, including numbered model and texture variants, after destructive model-cache invalidation during `/reloadSettings`.
- Match installed attachments to gun opaque/transparent alpha and depth pass semantics, isolate all changed GL state, and consistently use the selected numbered model and texture.
## Hide gun parts when attachment slots are occupied (PR pending)
- Add `removeifattachpresent1` through `removeifattachpresent5` gun-part directives, mapped directly to the existing attachment GUI/NBT slots.
- Hide marked part geometry and its child subtree from live installed-item state while preserving animated external 3D attachment anchors on the same part.
- Document reversible, OR-based visibility behavior for legacy and external 3D attachments.
## Support five independent external 3D attachment slots (PR pending)
- Add numbered model, texture, and gun-location keys for existing attachment inventory slots 1 through 5, retaining singular fallbacks and deterministic standalone rendering.
- Add independent `SetAttachmentAttach1` through `SetAttachmentAttach5` animated part anchors with first-anchor duplicate handling per slot.
- Keep one cached item renderer per attachment while selecting the installed model, texture, location, and animated anchor from the actual NBT/GUI slot number.
## Add animated gun-part anchors for 3D attachments
- Add the gun model-part directive `SetAttachmentAttach` for both `AddParts` and
`AddChildParts`, making `attachmentlocation` local to the selected part's live
animation matrix.
- Render model-based installed attachments once from the selected part, or once
from gun-local space for packs without an anchor, rather than once per recursive
child-part traversal.
- Keep the first configured anchor and warn about later duplicates without
breaking affected content packs.
## Configurable 3D attachment inventory transforms
- Add per-attachment `InventoryScale` and three-axis `InventoryOffset` TXT
controls for model-based inventory items, including finite-value validation
and backwards-compatible defaults.
- Keep installed attachment placement, dropped-item rendering, legacy models,
and gun rendering independent from these inventory-only settings.
- Document both comma and assignment syntax and configure the sample attachment.
## Fix one-use weapon consumption
- Fixed `isOneuse,true` weapons remaining as empty items after use.
- Restored immediate one-use weapon consumption.
- Preserved manual reload behavior for normal player guns.
## Correct ammunition ballistic override propagation
- Correct `CustomMagazine` `BlletSpread`/`BulletSpread` and `bulletFuse`
overrides so the exact loaded round supplies the projectile's base spread and
fuse before it is consumed, including FIFO per-shell `MultiMagazine` guns.
- Preserve normal ADS, diffusion, movement, and attachment spread modifiers
without ratio or division behavior, and preserve explicit zero overrides.
## Fix per-shell ballistic coefficient initialization regression
- Resolve and reset each content pack's `damageCof` and `speedCof` before
attachment parsing, so per-shell ammunition overrides and guns use the same
owning-pack scale without leaking values between packs.
- Parse `damageCof` and `speedCof` independently, preventing damage settings
from falling through into speed settings, and restore the same pack context
when live gun settings are reloaded.
## Fix per-shell bullet stability precision
- Keep ammunition-defined bullet stability values as doubles from TXT parsing
through the effective per-shot profile and spawned projectile, avoiding a
lossy conversion from the native HMG ballistic type.
## Add per-shell CustomMagazine ballistic overrides
- `CustomMagazine` ammunition may now override projectile power, speed, gravity,
spread, pellet count, type/model, explosion and block damage, stability, damage
range, knockback, bounce, resistance, acceleration, fuse, and water resistance.
Omitted keys continue to inherit the gun TXT value; existing `damagemodify` and
`speedmodify` multipliers are applied after absolute power/speed overrides.
- Supported keys and aliases are `BulletPower`, `BulletSpeed`, `BulletGravity`,
`BulletSpread`/`BlletSpread`, `ShotGun_Pellet`/`PerFireRound`, `BulletType`,
`Explosion`/`Explosionlevel`, `BlockDestroy`/`Blockdestroy`, `BulletStability`,
`damageRange`, `KnockBack`/`knockback`, `KnockBackY`/`knockbackY`,
`CanBounce`, `BounceRate`/`bouncerate`, `BounceLimit`/`bouncelimit`,
`Resistance`/`resistance`, `Acceleration`/`acceleration`,
`AccelerationDelay`/`accelerationDelay`, `AccelerationFuse`/`accelerationFuse`,
`Bulletmodel`/`BulletModelName`, `ResistanceInWater`, and `fuse`/`bulletFuse`.
- `MultiMagazine` guns with `PerShellReload,true` retain the actual shell stacks
in their tube as a FIFO queue. Selecting a new shell affects future loading,
not rounds already in the tube.
Example buckshot ammunition:
```text
Name,12 gauge buckshot
Stack,64
BulletRound,1
BulletPower,5
BulletSpeed,4
BlletSpread,0.12
ShotGun_Pellet,9
CustomMagazine,12g_buckshot
```
Example slug projectile count:
```text
Name,12 gauge slug
BulletRound,1
ShotGun_Pellet,1
CustomMagazine,12g_slug
```
## Add fast TXT-only gun settings reload command
- `/reloadsettings` continues to reload gun TXT settings and invalidate/reload
changed 3D models for live model development.
- Add `/reloadsettingsnomodel` to reload gun TXT settings while retaining the
currently loaded 3D models and their OBJ/MQO and GPU-resource caches.
## Fix startup models while preserving live `/reloadsettings` refreshes
- Keep Forge's immediate resource-listener registration callback from releasing
gun and vehicle models that were loaded and assigned during pre-initialization.
- Reserve destructive OBJ/MQO cache and GPU-resource invalidation for the explicit
HMG and HMV settings reload paths, which immediately reparse packs and replace
renderer model references.
- Preserve VBO and legacy display-list cleanup for repeated live model refreshes.
## Restore live model reloads through `/reloadsettings`
- Invalidate the gun-maker, OBJ, and MQO model caches before re-reading pack
settings so existing gun and vehicle render registrations receive freshly
parsed model instances.
- Release obsolete OBJ VBOs and legacy OBJ/MQO OpenGL display lists on the client
thread, keeping repeated developer reloads from leaking GPU resources.
- Reuse the existing settings reload and renderer replacement paths without
recreating registered items or entities.
## Fix CustomNPC+ held HMG gun orientation
- Scope the Forge render-helper workaround in all three HMG gun renderers so an
equipped gun omits the generic `BLOCK_3D` helper only while a CustomNPC+ NPC is
being rendered, while retaining its custom `EQUIPPED` renderer and all other
render-type support.
- Prevent CustomNPC+ from applying its generic 3D-item transform before HMG's own
non-player gun transform, which previously combined two incompatible transform
systems and made aimed guns point sideways.
- Restore the original helper behavior for players and every non-CustomNPC entity,
while preserving first-person, dropped-item,
inventory, attachment, skin, reload, animation, LittleMaid, and configured gun
transforms.
## Fix gun Motion mouse sensitivity scaling
- Correct the previous sensitivity implementation, which incorrectly introduced a
second `Weight` system, by deriving held-gun sensitivity from the existing
`Motion` handling value instead.
- Scale the bundled packs' small Motion differences with a monotonic, bounded curve
while preserving normal sensitivity at `Motion,1.0` and safe handling of invalid
values.
- Keep existing gun definitions compatible without content-pack migration and avoid
registering the render-tick handler on both event buses.
## Fix Gun Smithing Table NEI runtime-state lookup
- Gun Smithing Table NEI output lookup no longer compares mutable gun runtime
NBT, so tooltip initialization, loaded magazines, fire modes, and attachments
do not hide a gun's base recipe.
- Pressing `R` on guns and stateful ammunition now consistently resolves the
correct table recipe, while real metadata variants and recipe-defined output
NBT remain distinct and every matching recipe remains visible.
- Isolate each NEI recipe and usage query to prevent an unsuccessful lookup from
retaining an unrelated prior result; registration continues to use the proven
MCHO `API.registerRecipeHandler` and `API.registerUsageHandler` pattern.
## Refactor HMG Ore Dictionary and NEI support
- Follow MCHO's Forge 1.7.10 recipe approach by automatically normalizing ordinary
Gun Smithing Table item inputs to their first valid Ore Dictionary entry while
preserving counts, explicit `ore:` forms, wildcard metadata, and tagged stacks.
- Add `exact:modid:item[:meta[:count]]` for packs that intentionally require a
specific registered item even when Forge associates it with an ore entry.
- Register the client-only Gun Smithing Table recipe and usage handler through
NEI's supported `API` methods, with cycling ore alternatives sourced from the
same canonical table recipes used by GUI and server crafting.
- Keep Gun Smithing Table-only recipes outside vanilla crafting; NEI visibility
reads directly from the table registry and requires no vanilla recipe copy.
## Fix Gun Smithing Table recipe discovery in NEI
- Replaced the previous Gun Smithing Table NEI entry point because its class name
did not satisfy NEI 1.7.10 plugin discovery and it therefore never registered
the recipe and usage handler.
- Gun Smithing Table recipes now have direct, live NEI recipe and usage support,
including exact/NBT stacks, Ore Dictionary alternatives, stack amounts, and
every distinct gun and ammunition recipe.
- Gun Smithing Table-only content-pack recipes no longer need or receive duplicate
vanilla crafting registrations merely to be visible in NEI.
## Gun Smithing Table recipe system refactor and NEI integration fix
- Replace the split gun/ammunition lists and global crafting-recipe scan with one
canonical, category-aware Gun Smithing Table recipe model and immutable queries.
- Make the GUI, server crafting transactions, pack loaders, and NEI recipe/usage
lookups consume the same exact-stack and Ore Dictionary ingredient definitions.
- Keep every distinct duplicate-output recipe and expose both Guns and Ammo through
NEI's dedicated, localized `Gun Smithing Table` category without fake crafting
recipes or name-based ammunition heuristics.
## Tune gun weight mouse sensitivity diagnostics
- Retuned gun-weight mouse sensitivity for mass-like content-pack values, including
a subtle effect for the default weight and a lower safety clamp for heavy weapons.
- Added disabled-by-default, held-gun-change diagnostics and a separate debug-only
forced `0.10` multiplier for verifying the render-tick input hook without log spam.
- Track whether a gun definition explicitly supplied `Weight` so diagnostics identify
guns silently using the parser default.
## Fix Gun Smithing Table NEI integration
- Mirror both Gun Smithing Table pages in the custom NEI category: registered gun
recipes and the combined ammo recipes, including compatible recipes discovered
from Minecraft's `CraftingManager`.
- Match crafting-result and ingredient-usage lookups against the complete table
recipe population while preserving Ore Dictionary alternative cycling.
- Suppress only exact cross-list recipe duplicates, retaining distinct recipes
that happen to produce the same item.
## Add model-based attachment rendering
- Add the optional comma-based `attach3dmodel,{model}` attachment key while
retaining the legacy icon and embedded gun-part paths when it is absent.
- Add `attachmentlocation,x,y,z[,rotation]` as a shared local gun-model anchor
for every installed model attachment, with safe per-file numeric diagnostics.
- Reuse cached HMG pack models, existing model textures, item renderer plumbing,
and the gun's existing `Items` attachment NBT slots in inventory, first-person,
third-person, entity, and placed-gun rendering paths.
## Fix NEI 1.0.5.120 Gun Smithing compatibility
- Register Gun Smithing recipe and usage handlers through NEI 1.0.5.120's
`GuiCraftingRecipe.craftinghandlers` and `GuiUsageRecipe.usagehandlers` lists.
- Remove recipe catalyst registration because NEI 1.0.5.120 does not provide the
newer catalyst APIs; recipe and ingredient lookup remain available through NEI.
## Add crafting-based gun skin removal
- Add a dynamic shapeless recipe that removes an applied gun skin when its gun is
crafted with the same stable-ID skin item or with one dye.
- Accept vanilla dyes and modded dyes using standard Forge `dye*` Ore Dictionary
entries while rejecting different skins and unrelated extra ingredients.
- Copy the complete gun stack and remove only the root `GunSkin` NBT value so all
ammunition, attachment, damage, naming, and firing state remains intact.
## Fix Gun Smithing Table crafting and add NEI recipe support
- Deliver Gun Smithing Table outputs immediately from the server, drop only an
insertion remainder, and explicitly synchronize the player and open containers.
- Serialize each inventory transaction so rapid requests cannot consume the same
ingredients twice, and reject requests unless the smithing container is open.
- Add optional NEI integration with a dedicated Gun Smithing Table category,
table catalyst, distinct duplicate-output recipes, and cycling ore alternatives.
- Compile against NEI's development API without packaging it as an HMG runtime
dependency, and document recipe discovery for content-pack authors.
## Gun weight mouse sensitivity
- Reduce first-person mouse sensitivity while a unified HMG gun is held, using the
gun definition's existing `Weight` value and a clamped weight curve.
- Combine gun-weight sensitivity with the existing ADS zoom adjustment for the same
render camera update, then restore the user's exact configured sensitivity.
- Leave GUI input, unarmed/non-HMG input, placed guns, and vehicle cameras unchanged.
## Fix M16A4 skinned transparent reticle group selection
- Associate the M16A4 red-dot reticle marker with its actual `mat4`,
`mat4reticle`, and `mat4reticlePlate` MQO object family instead of the
nonexistent `mat41` family.
- Make model-group discovery color- and depth-write-free so initialization can
never turn a transparent reticle plate into an invisible depth occluder.
- Preserve the existing isolated gun-skin housing overlay and depth-tested,
original-texture reticle pass.
## Fix HMG transparent sight reticle rendering
- Isolate the reticle and stencil-plate pass from gun-skin OpenGL state, explicitly
restoring normal alpha blending and `GL_LEQUAL` depth testing for both skinned and
unskinned guns.
- Keep reticle-plate generation stencil-only by disabling depth writes, then render
the reticle against both that stencil and the existing opaque scene depth so gun
bodies and optic housings occlude it without making transparent lenses opaque.
- Restore the renderer's incoming pass after rendering reticle children instead of
leaving the shared pass selector set to the transparent pass.
## Fix HMG sight housing gun skin rendering
- Apply universal gun skins to gun-owned iron-sight, red-dot, and scope housing parts
even when their model definitions mark them as attachment parts, while continuing
to exclude unrelated attachments, bullets, lights, lasers, and reticle/plate parts.
- Mask the overlay against the opaque base render with an exact depth comparison, so
transparent and semi-transparent lens pixels remain on their original render path.
- Remove polygon offset from the overlay pass because the repeated geometry now uses
the opaque pass's matching depth without writing new depth.
## Fix universal HMG gun skins
- Replace target-pair recipe generation with one dynamic recipe accepting exactly one
`HMGItem_Unified_Guns` stack and one valid skin in either grid order.
- Preserve the complete input gun stack while setting or replacing only its `GunSkin`
NBT value, allowing loaded, damaged, attached, named, and previously skinned guns.
- Remove the gun-name map, target matching, target warnings, and gun-specific AK47 and
PKM development skins; legacy `SkinTarget` lines are parsed and deliberately ignored.
- Resolve overlays solely from the skin ID on each rendered gun stack, keeping skins
instance-local and universal across gun models while excluding attachment parts.
- Update the content-pack documentation and universal `ar_sample_skin` definition.
## Fix HMG gun skin crafting with concrete recipes
- Track every final unified gun object by its pack-declared `GunName`, including
reused registered guns, and generate one exact-object crafting recipe for each
valid gun/skin target pair during Forge initialization.
- Preserve the input gun stack and all existing state while applying `GunSkin`, and
report recipe totals plus every unresolved target once during startup.
- Document that skin crafting is resolved after pack loading without crafting-time
Forge registry identifier lookups.
- Add development pack skin definitions for the real `AK47` and newer-pack `PKM`
declarations so concrete recipe registration can be exercised beyond `AR_sample`.
## Fix HMG gun skin crafting identity matching
- Match skin targets against each gun item's actual Forge unique identifier instead
of reverse-looking-up the target, with bare HMG `GunName` targets preferred and
legacy fully-qualified targets retained.
- Trim and reject empty target fields, validate skin targets once after pack loading,
and document the canonical content-pack identifier format.
- Update the Addfixing sample to target `AR_sample` by its gun declaration identifier.
## Fix the HMG gun skin pipeline
- Corrected the Addfixing sample so its inventory icon, exact `HandmadeGuns:AR_sample`
registry target, and model texture all resolve through existing pack resources.
- Fixed the sample's root failure: `SkinTexture` named an overlay PNG that was never
included in Addfixing, so the loader disabled the overlay before rendering.
- Moved missing-resource fallback to a cached client render-time check instead of
storing client resource state on shared skin metadata.
- Standardized compatibility checks on exact Forge registry identifiers and kept
texture-path construction common/server safe.
- Reset the legacy overlay pass color to white while retaining isolated blend, depth,
and polygon-offset state.
- Resolve each exact `SkinTarget` to its registered gun `Item` for crafting and
rendering compatibility, so damage and per-stack gun state never affect matching.
- Restore the OpenGL current-color state after each transparent overlay pass.
## Data-driven gun skins
- Added ordinary content-pack gun skin items with stable identifiers, cached overlay resources, and per-skin compatible gun registry identifiers.
- Added one generic shapeless skin application recipe that copies the gun and changes only its `GunSkin` NBT value.
- Added transparent base-model overlay rendering to the legacy and current unified gun renderers, with isolated fixed-function OpenGL state.
- Documented the skin pack keys, texture layout, crafting behavior, and an Addfixing attachment template.
release
3.3.0.11
3.3.0.1113 июл. 2026 г.909Minecraft: 1.7.10forge
Что нового
3.2.8:
-Added ability to swap fire and ADS key
-Added per shell reloads for things like shotguns/single bullet weapo
3.2.9.1:
- Added an optional integration with Combatives, a separate movement and camera overhaul mod, enabling enhanced visual recoil effects with dynamic camera movement while preserving the standard recoil system when Combatives is not installed.
- Added a new recoil system with smoother recoil buildup, gradual recovery, and sustained crosshair climb, making automatic weapons feel more responsive and rewarding to control.
- Added new visual bullet impact effects to improve weapon feedback when rounds strike surfaces.
3.3.0.11:
Added 3d rendering compat for **Back Tools** with HMG guns.
release
3.2.7 Guide-API Support
3.2.79 июн. 2026 г.591Minecraft: 1.7.10forge
Что нового
### HMG-Overdrive
* Added an optional in-game **HMG Field Manual** using Guide-API.
* Added guides covering weapons, parts, attachments, ammo, explosives, and weapon handling.
* Added gun pack development and server configuration documentation.
* Added troubleshooting and compatibility information.
* Added localization support for handbook content.
* Added config option to enable or disable handbook registration.
* Added safe fallback behavior when Guide-API is not installed.
release
3.2.6 - VBO Rendering
3.2.68 июн. 2026 г.21Minecraft: 1.7.10forge
Что нового
HMG-Overdrive Update
Rendering & Performance
* Added VBO model rendering for OBJ-based HMG assets.
* Significantly reduces rendering overhead by moving model geometry to GPU-side buffers.
* Added automatic fallback to the legacy renderer when VBO rendering is unavailable or disabled.
* Added client-side VBO caching system to prevent unnecessary model recompilation.
* Improved rendering performance for guns, attachments, and other OBJ-based assets.
* Added automatic cleanup of cached model buffers during resource reloads.
* Preserved compatibility with existing animations, attachments, first-person rendering, MQO models, and Techne models.
* Added configuration option to enable or disable VBO rendering.
release
3.2.5 - Memory and Re-Rendering Fix
3.2.56 июн. 2026 г.44Minecraft: 1.7.10forge
Что нового
Memory, Stability & Rendering Improvements
Performance & Memory Optimizations
* Added improved model caching for OBJ and MQO assets.
* Reduced memory usage when loading large numbers of models.
* Improved cleanup of model data after rendering resources are generated.
* Reduced garbage collection pressure and improved long-session stability.
* Streamlined background model loading and reduced unnecessary thread overhead.
Model Loading Improvements
* Reworked OBJ loading for improved reliability and consistency.
* Improved handling of HMG and HMV model assets.
* Fixed several edge cases related to model loading and renderer compatibility.
* Improved stability when loading large numbers of custom models.
Rendering & Compatibility
* Improved compatibility with Angelica and other modern rendering setups.
* Reworked framebuffer handling for greater stability.
* Replaced legacy depth/stencil handling with a safer combined depth-stencil approach.
* Reticle rendering now automatically adapts when stencil buffers are unavailable.
* Fixed several rendering issues related to advanced framebuffer implementations.
* Improved overall rendering stability across heavily modded environments.
alpha
3.2.5 - Memory & Rendering
3.2.56 июн. 2026 г.23Minecraft: 1.7.10forge
Что нового
Memory & Rendering Improvements
Performance
* Reduced memory usage when loading large numbers of OBJ and MQO models.
* Added model caching to prevent duplicate model loading.
* Improved memory cleanup after models are compiled for rendering.
* Reduced garbage collection pressure and improved long-session stability.
* Streamlined background model loading.
Rendering
* Improved compatibility with Angelica and other modern rendering setups.
* Reworked framebuffer handling for greater stability.
* Fixed several depth/stencil rendering issues.
* Improved reticle rendering compatibility across different graphics configurations.
This update focuses on lower memory usage, improved stability, and better compatibility with modern rendering mods.
release
3.2.4 - Performance & Manual Pickup
3.2.44 июн. 2026 г.33Minecraft: 1.7.10forge
Что нового
# HMG Overdrive - Performance & Interaction Update
### Performance
* Improved overall mod startup and content loading performance.
* Reduced redundant asset loading and initialization work.
* Optimized internal parsing and registration systems.
* Improved pack loading efficiency and reliability.
* Added load-time diagnostics for easier troubleshooting and profiling.
### Manual Gun Pickup
* Added an optional manual pickup system for dropped HMG guns.
* Guns can now be configured to require a dedicated pickup key instead of being picked up automatically.
* Added a new configurable pickup keybind.
* Added configurable pickup range and line-of-sight requirements.
* Added options to restrict the system to HMG guns only.
### Ground Gun Rendering
* Added an optional ground rendering mode for dropped guns.
* Dropped weapons can now be displayed in a more natural resting position.
* Fully client-side and configurable.
* Compatible with dedicated servers.
release
3.2.3 - Render Migration
3.2.34 июн. 2026 г.35Minecraft: 1.7.10forge
Что нового
### Legacy Weapon Renderer Compatibility
* Fixed legacy weapons incorrectly falling back to the old rendering system.
* Older guns such as shotguns, launchers, and other legacy models now use the modern weapon renderer.
* Fixed missing attachments on certain older weapons.
* Fixed animation issues affecting legacy weapon models.
* Improved compatibility with older gun definitions and content packs.
* Legacy weapons now display more consistently in first-person, third-person, and inventory views.
release
3.2.2 - Explosion Fix
3.2.21 июн. 2026 г.34Minecraft: 1.7.10forge
Что нового
# HMG-Overdrive Update
### Explosion System Rework
* Reworked explosive damage calculations.
* Explosion radius and explosion damage are now configured independently.
* Added support for separate blast lethality values using weapon BulletPower.
* Damage now remains at full strength inside the configured explosion radius.
* Added smooth linear damage falloff beyond the blast radius.
* Removed duplicate direct-hit damage from explosive projectiles.
* Unified explosive damage handling across rockets and explosive ammunition.
### Configuration Improvements
* Added support for `ExplosionRadius` and `explosionradius` configuration aliases.
* Updated weapon tooltips to display **Explosion Radius** separately from damage values.
### Blast Cover Improvements
* Reworked explosion exposure calculations.
* Grass, flowers, vines, snow layers, and other non-solid vegetation no longer provide unrealistic blast protection.
* Explosion damage now interacts more consistently with solid cover and terrain.
* Improved reliability of explosive weapons in open environments and light vegetation.
### General
* Various internal cleanup and refactoring of explosive projectile code.
* Improved consistency between different explosive weapon types.
release
Flans Armor Compat
3.2.123 мая 2026 г.185Minecraft: 1.7.10forge
Что нового
## HMG-Overdrive Update — Flan's Mod Armor Compatibility
* Added compatibility support for Flan’s Mod / FMU+ armor systems.
* Improved armor rendering and animation syncing with HMG weapon handling.
* Fixed several visual issues when aiming or using ADS with compatible armor sets.
release
Smooth Like Butta
3.2.023 мая 2026 г.44Minecraft: 1.7.10forge
Что нового
**Overhauled First Person Rendering**
- Added smooth Hipfire to ADS transition rendering
- Added smooth ADS to Hipfire recovery animations
- Added interpolated sprint transition system
- Added smoother first-person weapon movement while changing states
- Added progressive weapon alignment instead of instant snapping
release
Recoil Update
3.1.821 мая 2026 г.53Minecraft: 1.7.10forge
Что нового
Added new recoil behavior, resulting in very smooth shooting action
release
Kill Feed
3.1.720 мая 2026 г.24Minecraft: 1.7.10forge
Что нового
Added Kill Feed
All changes from 3.1.6
release
3.1.5
3.1.54 мар. 2026 г.882Minecraft: 1.7.10forge
Что нового
Fixed jump interp and patched a exploit when client and server's gun motion aren't sync'd
release
HandmadeGunsOverdrive-3.1.2
HandmadeGunsOverdrive-3.1.223 февр. 2026 г.144Minecraft: 1.7.10forge
Что нового
Changed recipes, added a lot of parts, bugfixes, QOL tweaks, added jump delay for heavy guns as well as a lot of other new features. See github commits for more info!
release
HOTFIX
3.0.89 февр. 2026 г.198Minecraft: 1.7.10forge
Что нового
Same assets as before, fixed server/client desync with heavy firearms limiting jumping.
As always put the vecmath jar in the server mods if you wish to use the mod on a server.
release
3.0.2
3.0.217 янв. 2026 г.306Minecraft: 1.7.10forge
Что нового
- Added custom crafting table for guns
- Added templates for recipes
- Added lots of new firearms to main 'content pack'
- Rebalanced some firearms
- Fixed a few GL state/rendering bugs
- Added FOV dynamic behavior for gun display (*restart your game after a FOV change)
- Added 3D item icons
- Rebalanced Anti air weaponry
- Fixed Attachment GUI gun display being rendered improperly
- Added Copper
- Hopefully fixed guns not properly rendering on first boot sometimes
- Added WW2 ammo item textures
- Fixed some firearm's RPMs
- Added more display information under firearm description
- Rebalanced all anti-tank weaponry
- More changes I probably forgot on github, see commit history: https://github.com/RagexPrince683/GvCEXOverdrive
release
HMG-Overdrive 2.0
2.012 мар. 2025 г.3,7 тыс.Minecraft: 1.7.10forge
Что нового
# Overhauled literally everything.
release
Stable and Able - 1.4.2
1.4.225 нояб. 2024 г.1 тыс.Minecraft: 1.7.10forge
Что нового
All gun sounds (modern & craftable) completed.
release
Target Practice - 1.4.1
1.4.16 нояб. 2024 г.321Minecraft: 1.7.10forge
Что нового
Added sounds/adjusted the sounds of the following weapons:
- 1911 (Colt 1911)
- 9K38 Igla
- Barrett M82A3
- Beretta (Beretta 92)
- Glock 17
- Glock 18
- M2 Flamethrower
- M240B
- M249
- MAC-10
- PKM
- Remington 700
- Remington 870
release
1.4 - Precise and Deadly
1.424 окт. 2024 г.277Minecraft: 1.7.10forge
Что нового
Rebalanced and/or adjusted handpositions for every weapon in the game OUTSIDE of the World War 2 weapons.
Added or edited sounds for the following weapons.
- AK-47
- AK-74u
- Bofors 40mm
- DShK (DShK 38)
- G36
- Kord
- M110
- M16
- M2 Browning
- M32
- M4A1
- Makarov
- Nagant M1895 (Mosin-Nagant Revolver)
- P226 (SIG P226)
- PTRD (PTRD-41)
- RPG-7
- 81mm Mortar
release
HMG-Overdrive 1.3 "Russian Revolution"
1.319 сент. 2024 г.411Minecraft: 1.7.10forge
Что нового
Updated the sounds for the following weapons:
- AK-47
- AK-74
- AKS-74u
- RPK-74
- Dragunov
- Makarov
Updated the handpositions of the following weapons:
- AK-47
- AK-74
- AKS-74u
- RPK-74
release
1.0 - Initial Release
1.02 авг. 2024 г.296Minecraft: 1.7.10forge
Что нового
- Standarized ammo and weapon names
- Changed damage of "rpg7" to support mcheli
- Changed accuracy and recoil to match weapon types for consistency
- Made the guns actually usuable