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ModularWarfare-Shining

ВЕРСИИ (7)

beta

2024.2.4.6f-fix1

2.4.6f-fix1
30 дек. 2024 г.33,8 тыс.Minecraft: 1.12.2forge
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Что нового
### Since version 2.4.5f, `fasterxml-jackson-2.12.x`and`joml-1.10.5` no longer need to be downloaded separately #### We have removed the prototype content pack and replaced it with the simplepart pack. Similar to Flan's Simple Parts Pack, it serves as a required prerequisite. We have deleted most of the guns and armor, retaining only the sound effects and aiming overlays to ensure there are no issues. ### Gui: - Fixed an issue that caused the interface to not close
release

2024.2.4.6f

2.4.6f
16 дек. 2024 г.10,9 тыс.Minecraft: 1.12.2forge
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Что нового
### Since version 2.4.5f, `fasterxml-jackson-2.12.x`and`joml-1.10.5` no longer need to be downloaded separately #### We have removed the prototype content pack and replaced it with the simplepart pack. Similar to Flan's Simple Parts Pack, it serves as a required prerequisite. We have deleted most of the guns and armor, retaining only the sound effects and aiming overlays to ensure there are no issues. Due to numerous version updates, I have collapsed the previous update logs. ## Version 2.4.5f-fix2 <details> <summary>Spoiler</summary> ### Enhancements in Launcher-Type Weapon Logic: The following parameters are now fully effective: ### Gun Parameters: ```json "bulletSpread": 4 "accuracySneakFactor": 0.8 "accuracyCrawlFactor": 0.6 "accuracyAimFactor": 0.05 "recoilCrawlYawFactor": 0.9 "recoilCrawlPitchFactor": 0.6 ``` ### Bullet Parameters: ```json "impactDamage": 10 "projectileVelocity": 4 "explosionStrength": 6.0 "gravity": -0.01 "isSmoke": true "isExplosion": true "damageWorld": false ``` ### Parameter Descriptions: - `impactDamage`: Damage dealt to an entity upon impact. - `projectileVelocity`: Speed at which the projectile is launched. - `explosionStrength`: Strength of the explosion caused by the projectile (integer). - `gravity` :Downward speed of the projectile. - `isSmoke`: Whether the projectile leaves a smoke trail. - `isExplosion`: Whether the projectile explodes. - `damageWorld`: Whether the explosion caused by the projectile damages the world. ### New Tactical Feature Toggle Options: ```json { "lean": { "enable": true, "autoHold": false, "mouseCorrection": true, "withGunsOnly": false }, "slide": { "enable": true, "maxForce": 1.0 }, "sit": { "enable": true, "autoHold": true }, "crawl": { "enable": true, "sprintCancel": true }, "version": "1.0.0f" } ``` ### Bug Fixes - Fixed the issue where tactical action parameters were not effective. - Fixed the issue where block attenuation curves were enabled by default. - Fixed the issue where arms were visible in the scope. ### Overhauls - The modification interface can now only be opened in the `default`/`defaultEmpty` state. </details> ## Version 2.4.6 ### Enhancements in Weapon and Animation Logic: #### New Features: - **Custom Sprint Blending Node**: Added a customizable node for sprint state transitions. - **Aiming Fire Animations**: Introduced the following animations for aiming and firing: - `preFireADS` - `fireADS` - `fireLastADS` - `postFireADS` - `postFireADSEmpty` - **Laser Attachment**: Added a new attachment type `laser`: **Render Parameters**: ```json { "laserColor": [1.0, 0.0, 0.0], "laserAlpha": 1.0, "maxDistance": 100, "dotSize": 2.0 } ``` - `laserColor`: RGB values for the laser's color. - `laserAlpha`: Transparency level of the laser. - `maxDistance`: Maximum effective range of the laser beam. - `dotSize`: Size of the laser dot. **Attachment Parameters**: ```json { "accuracyFactor": 1.0, "aimSpeedFactor": 1.0, "recoilPitchFactor": 1.0, "recoilYawFactor": 1.0 } ``` - `accuracyFactor`: Influence of the laser on weapon accuracy. - `aimSpeedFactor`: Impact of the laser on aiming speed. - `recoilPitchFactor`: Reduction in vertical recoil due to the laser. - `recoilYawFactor`: Reduction in horizontal recoil due to the laser. #### Parameter Descriptions: - **Reticle Scaling Parameters**: - `fovZoomStage`: Discrete zoom levels supported by the reticle. - `fovZoomMin`: Minimum zoom level for continuous scaling. - `fovZoomMax`: Maximum zoom level for continuous scaling. - Note: When `fovZoomMin` and `fovZoomMax` are present, `fovZoomStage` will be ignored, enabling continuous (seamless) zoom functionality. - Example configuration: ```json { "fovZoomStage": [4.0, 8.0], "fovZoomMin": 4.0, "fovZoomMax": 8.0 } ``` #### Improvements: - **Camera Shake Logic**: Now influenced by lateral recoil. - **Linear Model Parameter Adjustment**: Smoothed parameter changes. - **Adaptive Reticle Scaling**: - Reticles now scale proportionally across resolutions. - Removed defocusing effects. - Supported seamless zoom transitions. - **Gun Hold Length**: Added a parameter to account for weapon length. - **Projectile Trails**: Introduced static caching for performance improvement. #### Bug Fixes: - Resolved an issue causing desynchronized shell ejection effects in multiplayer. - Fixed tactical action-related armor misalignment. - Corrected errors with sprint parameters. - Addressed conflicts between first-person camera animations and third-person weapon interactions. - Enhanced GL compatibility for `LittleTiles`. #### Forge Update: - Upgraded Forge version to `2860`. Previous version `2855` remains supported.
release

2024.2.4.5f

2.4.5f
21 июл. 2024 г.21,9 тыс.Minecraft: 1.12.2forge
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Что нового
### Since version 2.4.5f, `fasterxml-jackson-2.12.x`and`joml-1.10.5` no longer need to be downloaded separately #### We have removed the prototype content pack and replaced it with the simplepart pack. Similar to Flan's Simple Parts Pack, it serves as a required prerequisite. We have deleted most of the guns and armor, retaining only the sound effects and aiming overlays to ensure there are no issues. Due to numerous version updates, I have collapsed the previous update logs. ## Version 2.4.4f-fix8 <details> <summary>Spoiler</summary> * Fix bullet scattering issue * Add animations `defaultEmpty`, `preReloadEmpty`, `reloadFirstEmpty`, `reloadSecondEmpty` * New sounds: `weaponIdleEmpty`, `weaponPreReloadEmpty`, `weaponReloadEmpty`, `weaponReloadSecondEmpty` * CustomiNpc can now render Enhance gun * Fix the issue of incorrect position of guns and blocks after hiding player models in armor * Add new `Mod_Config` parameter `projectionScale` to adjust the scaling depth of basic type * Adjusting the position of leg armor * Add Elytra feature to the backpack [can cancel the flight by jump again during flight] * Add Jet featurethe backpack [take off, hover, and burst during flight] * Add rendering parameters `shellYawOffset`, `shellPitchOffset`, `shellForwardOffset` to adjust the ejection position of shells * Add headshot to ohter entities * New parameters for bullet effect: `fireLevel`, `explosionLevel`, `explosionBroken`, `knockLevel`, and `banShield` * `shellModel` now follows bullet settings * bullet can change bullettrail * Encryption server migration </details> ## Version 2.4.4f-fix9 <details> <summary>Spoiler</summary> * New shellModel function added, `shellModel_ #` will be displayed sequentially during shooting * Add new the parameter `aimSpeedFactor` for stock, which can adjust the aiming speed. Multiplication (The larger the value, the faster the aiming speed) * New sub option adjustment parameters added to the barrel to adjust `flashModel` position > "tcp.suppressor_normal": { > "binding": "gunModel", > "hidePart": [], > "flashModelOffset": { > "x": 0.0, > "y": 0.0, > "z": 0.0 > } > } * Add headshot event for bukkit call * Fix the issue: Losing grenade sound again * Fix the issue: When the barrel attachment is loaded with a non silencer, the sound heard by other players is still the silenced sound effect * Fix the issue: Under enhanced weapons, if players hold weapons with different aim speeds, their scope opening speeds will be disrupted by other players' weapons * Fix the issue: Under enhanced weapons, players changing weapons may cause nearby players in the open mirror state to lose their zoom factor * New Animation `drawEmpty` and `inspectEmpty`, with related sounds: `weaponDrawEmpty` and `inspectEmpty` * Added animations `fireLast` and `postFireEmpty` for use when only the last bullet is left * `ShoulderSurfing` compatibility </details> ## Version 2.4.4f-fix10 <details> <summary>Spoiler</summary> * Update backpack storage logic * More `ShoulderSurfing` compatibility * Shooting and aiming angle following in ELM(HE) state * Added new configuration `allowEquipSounds` to control whether guns play default equipment sound effects * Added new configuration `restrictingFireAnimation`、`firingReload` to control whether `postFireEmpty` will be interrupted by fire and reload * Fix the issue: When `CustomiNPC` gives players guns, the ground also drops a portion * Fix the issue: Guns of the same type will be forcibly loaded after `load` execution * Fix the issue: Sound delay caused by network delay * Fix the issue: `postFireEmpty` will still be interrupted by `preFire` after being triggered * Fix the issue: The sounds of `draw` and `inspect` will be played repeatedly * Fix the issue: `defaultEmpty` will be reset to `default` by shot </details> ## Version 2.4.5f ### New Parameters - `accuracyThirdAimFactor` Controls third-person aim scatter when holding the aim button - `antiRecoilFactor` The higher the value, the faster the recoil backtrack - `antiRecoilStartTime` Start time of the recoil, calculated in milliseconds. The lower the start time, the smaller the recoil ### General Global Settings - `serverTickVerification` Enable server packet verification - `serverShotVerification` Enable server shot verification - `collisionBorderSizeFixNonPlayer` Bullet collision box size ### Client Settings - `enableBloodParticle` Enable client-side hit particles - `gunSmokeCorrectForBSL` Enable gun smoke compatibility with BSL shaders - `gunFlashEffect` Enable gun flash system ### Additional Features - Integrated `hidePart` and `showPart` for magazines - Added drag-and-drop attachment installation method [WIP] - Added bullet entity penetration and related settings: - Gun Attributes: - `gunPenetrateSize` Size of the penetrable collision box - `gunPenetrationDamageFalloff` Linear damage decay after penetration - Bullet Attributes: - `bulletPenetrateFactor` Bullet penetration influence (multiplicative) - Added bullet block penetration and related settings: - Gun Attributes: - `gunMaxPenetrateBlockResistance` The maximum block explosion resistance that can be penetrated. - `gunPenetrateBlocksResistance` The maximum continuous penetration resistance. - Bullet Attributes: - `gunPenetrateBlocksDamageFalloffFactor` Bullet penetration influence (multiplicative) - Damage falloff after penetration = Original damage * ((Remaining continuous penetration resistance / Maximum continuous penetration resistance) * Falloff factor). - New animation type: `takedown` /`takedownEmpty`(triggered when putting away a weapon) - related sounds effects: `weaponTakedown`/`weaponTakedownEmpty` - dual-wielding weapons - Added `renderElements` for third-person: - `player_offhand` Controls the position of offhand weapons - New rendering parameters: - `renderOffhandPart` Controls whether the model is rendered in the offhand - `thirdHideOffhandPart` Controls hidden models in the offhand - `thirdShowOffhandPart` Controls displayed models in the offhand - New gun chamber and barrel smoke system ```json "specialEffect": { "oldFlashModel": false, "postSmokeFactor": 1, "flashModelGroups": [ { "name": "muzzle_point_1" } ], "postSmokeGroups": [ { "name": "muzzle_point_1" } ], "ejectionGroups": [ { "name": "ejection_point_1", "throwShellFrame": 38, "throwShellMaxForce": { "x": 0, "y": 0.5, "z": 0.5 }, "ejectSmoke": true, "ejectSmokeForce": { "x": -20, "y": -1, "z": 5 } } ], "firstPersonShellEjectPos": { "x": 0, "y": 0, "z": -0.2 }, "thirdPersonShellEjectPos": { "x": 0, "y": 0, "z": 0 } } ``` ### Parameter Descriptions - `name` Shell and Side smoke will eject form this node - `oldFlashModel` Enable rendering for traditional FlashModel objects - `postSmokeFactor` Coefficient for gun muzzle smoke; The larger the value, the more smoke appears - `flashModelGroups` Objects in this group will be rendered as FlashModel objects - `postSmokeGroups` Objects in this group will become binding points for muzzle smoke - `ejectionGroups` Objects in this group will become binding points for ejection ports - `firstPersonShellEjectPos` Realistic first-person shell ejection position (generally best left unchanged) - `thirdPersonShellEjectPos` Realistic third-person shell ejection position (generally best left unchanged) - `throwShellFrame` Frame number to throw the shell (requires a separate model named `shellEffect` without any animations) - `throwShellMaxForce` Maximum force of shell ejection - `ejectSmoke` Enable ejection smoke - `ejectSmokeForce` Force adjustment for ejection smoke - Add a `shellEffect` object to the model file, which is used for throwing shell - This object cannot have any animation and must be at the world origin ### New Window Frame Sequence Parts ```json "panelLogo": { "texhead": "he_start/he_start_", "FPS": 16, "frameCount": 29 }, "panelReload": { "texhead": "reload/reload_", "FPS": 16, "frameCount": 16 }, "panelAmmo": { "texhead": "number[0-1000]/number_", "FPS": 1, "frameCount": 29 }, "panelSpecialAmmo": { "0": { "texhead": "lowammo0/number_", "FPS": 5, "frameCount": 7 } }, "panelInspect": { "texhead": "he_start/he_start_", "FPS": 16, "frameCount": 29 } ``` - Added`panelModel` to play sequence frames. ### Explanation - Sequence image suffix starts from 0 and counts up to `frameCount` - 1 - When used with `panelAmmo`, `frameCount` represents the cycle period. For example, if the current ammo count is 4 and `frameCount` is 3, the texture will be `assets/modularwarfare/panel/+texhead+1.png` - Specific instances for guns will be updated with the animation pack ### Sequence Frame Display - `panelLogo` plays during the `draw` animation - `panelReload` plays during the `preReload` animation - `panelAmmo` plays based on the ammo count - `panelSpecialAmmo` plays when a specified ammo count is reached - `panelInspect` plays during the inspection process ### Additional Features - Added `mwf_camera` to handle camera animations. Please use rotations as much as possible since translations in Blender units differ from Minecraft, causing discrepancies - New `fire flash` mechanism - Added `devotionSpeed` to control the acceleration strength for each shot [Tips: Focused Light Machine Gun] ### Bug Fixes - Fixed accessory event for Bukkit - Fixed third-person weapon position offset caused by sneaking - Fixed inaccurate side head trajectory and non-following grenade throw position - Fixed `preReloadEmpty` issue where reload was completed directly - Fixed numerous network bugs and format adjustments (thanks to Komi's efforts) - Fixed empty magazine rendering error ### Removals - Removed task button compatibility with `CustomNpc` - Removed restriction on gun loot being ground-only - Removed `DevGui` - Completely removed the original back weapon rendering (reworked and will be updated later) ### Overhauls - Overhauled the rate of fire system [WIP] - Rewritten the refresh logic for the `mod_config` file
beta

2023.2.4.4f-fix2

2.4.4-fix2
25 дек. 2023 г.22,5 тыс.Minecraft: 1.12.2forge
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Что нового
# Since version 2.4.4f, mcgltf will no longer be used as a dependency. Please note downloading new dependencies[Hegltf is within the mod] ## Also need Optifine G5 ## This is a little update before the major update. ### * Adjust emission call for mixing ### * Adjust the effect of leaning ### * Adjust the rendering of hand ### * Add `GetLivingAABBEvent` API ### * Add model cache to hegltf. now you can load more guns with lower memory🔸 ### * Add new render parameter `bobbingFactor` [Enhance only] ### * Add Hebridge for future character updates ### * Add new parameter to adjust bullet spread[`accuracyMoveOffset`, `accuracySprintOffset`, `accuracyHoverOffset`] ### * Add new feature for switch to first person view when you are aiming at third person view[new parameter `autoSwitchToFirstView` in Mod_Config][Support ShoulderSurfing 2.8.1][WIP] ### * Fix the issue of abnormal model display when the number of nodes (objects, bones, etc.) exceeds 128🔸 ### * Fix the issue of incorrect starting point of bullets when leaning🔸 ### * Fix the issue of incorrect bullet spreaing at times🔸
release

2023.2.4.4f

2.4.4
22 авг. 2023 г.25,1 тыс.Minecraft: 1.12.2forge
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Что нового
>Since version 2.4.4f, mcgltf will no longer be used as a dependency. Please note downloading new dependencies[Hegltf is within the mod] * Remove Mcgltf as the main dependency and use Hegltf instead [requires jackson libs]🔸 * The random texture processing stage of the muzzle flame has been changed from POST to FIRE and the alpha channel has been enabled. * Sprint animation returns with significant performance improvement * Add inspection sound effect 'inspect' * Add custom bullettrail function [WIP] * Add simple animation script [WIP] * Add a list of default attachments, refer to configuration ↓ "defaultAttachments": { "sight": "tcp.scope_m24a2" } * Added Enhanced type gun arm armor display, supporting bone animation[ [New Arm Armor Tutorial Document EN](https://shimo.im/docs/loqeMD8pjpfVYRqn)]🔸 * Added Enhanced type guns emission map support[_glow] * Added Enhanced type guns texture alpha support [first person only] * Added recoil mechanism, canceling automatic recovery after detecting manual gun pressing * Remove the left panel of the attachment GUI * Remove the attachment GUI slot string "无" and write it to the lang language file * Fix the state machine issue of being unable to fire after death * Fix the issue of pitch angle affecting bullet spread [fix gimbal deadlock] * Add a new API for other addon calls * Configuration file refresh cancelled, built-in content pack cancelled [download separately]
release

2023.2.4.3f

2.4.3
13 июл. 2023 г.3,3 тыс.Minecraft: 1.12.2forge
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Что нового
* New encryption system online * Important: Server will not load any 'ZIP' or 'JAR' pack. If you want to use content pack on server, you must unzip them.
release

2023.2.4.2f-hotfix2

2.4.2
27 июн. 2023 г.2,6 тыс.Minecraft: 1.12.2forge
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Что нового
* New Attachment GUI. * Better OBBHIT. * More smooth lean. * New Attachment: Stock. * More parameters for the barrel and stock. * Make ModularMovement inside the mod. * Aim, Sneak, Sit, and Crawl will affect bullet spread. * No "modelRecoilBackwards" when aiming. * Third Person completed[include Loot and Itemframe]. * Add EasyEffect inside the mod. * Fire Smoke[WIP and may rework]. * Camera Shake[WIP and may rework]. * Tooltips completed. * Temporarily remove the inside guns` model from the PIP scope→ add PBR effect in the future. * When the "allowEmptyMagazines" parameter of the magazine is false, the empty magazine will be thrown to the ground