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ВЕРСИИ (7)
beta
2024.2.4.6f-fix1
2.4.6f-fix130 дек. 2024 г.33,8 тыс.Minecraft: 1.12.2forge
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
2.4.6f16 дек. 2024 г.10,9 тыс.Minecraft: 1.12.2forge
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
2.4.5f21 июл. 2024 г.21,9 тыс.Minecraft: 1.12.2forge
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-fix225 дек. 2023 г.22,5 тыс.Minecraft: 1.12.2forge
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
2.4.422 авг. 2023 г.25,1 тыс.Minecraft: 1.12.2forge
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
2.4.313 июл. 2023 г.3,3 тыс.Minecraft: 1.12.2forge
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
2.4.227 июн. 2023 г.2,6 тыс.Minecraft: 1.12.2forge
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