francogp Posted March 8, 2016 Share Posted March 8, 2016 (edited) Hello, I create a "patch" for hydrocraft 5.7, that include 3D weapons for the mod. I need help on debugging and testing. I create a lot of the models, but some of them are based on free/without licence files that I found online. If someone think that I can't use some specific model, LET ME KNOW. To cheat all the weapons, read the instructions (you can enable and disable the cheat mode via config files).Some examples (not all weapons are in the picture, but all of them are in the patch ): Required: I think that I finished ALL the weapons. Please test this patch and let me know if I forgot to pack some texture or something is missing. ** DOWNLOAD LINK ** How to install: Just unzip and replace your hydrocraft mod folder with the hydrocraft folder in the zip file. What did I change on original Hydrocraft files?: I only replace the WeaponSprite variable with my custom models (named exactly like their item): for example: Quote item HCTireiron { ..... WeaponSprite = HCTireiron, ..... } all this variables are changed using lua code, in the file 3DWeaponInjector.lua. What files did I ADD?: lots of model and textures, and 2 lua scripts: - client / 3DWeaponLoader.lua: It load all the models on memory. - client / 3DWeaponLoaderCHEAT.lua: It contain a way yo cheat ALL the weapons for testing. To enable the CHEAT, edit the "local CHEAT_MODE = false" to "true", and then pressing the key END (ingame) and all the weapons will appear on your inventory. - server / 3DWeaponInjector.lua: Inject all the new WeaponSprite values using my 3d models instead of placeholder objects. This guarantee compatibilities with future Hydrocraft versions. Current "problems": - The longbow looks funny when walking (PZ modding limitations, not my fault) - All the FLAILS looks funny because I can't animate the CHAIN. - There's lots of official bugs on animations, for example, if you walk strafing with A or D using something similar to a pistol, the weapon turn to the right looking awful... or when you walk the weapon will be rotated to the right. I can't fix that, it's PZ devs job . - Maybe I forgot some weapon or some texture Changelog: Spoiler v0.2: Lots of new internal code. Now the mod does not override any vanilla Hydrocraft files. If you run this patch without ModelLoader, you will see default placeholders instead of 3d weapons. NOTE: If you have installed v0.1, you must DELETE all hydrocraft files and REINSTALL it again, before installing this patch.v0.1: Initial version. Edited January 10, 2017 by francogp DresdenBBQ, Keshash, ZombiesLoveBrainiacs and 7 others 10 Link to comment Share on other sites More sharing options...
Hydromancerx Posted March 9, 2016 Share Posted March 9, 2016 (edited) Until there is a way to get Mod Loader to install automatically through steam I think i will have to keep this as a separate patch rather than including into the mod. I am very torn between adding these and not. Since its soo awesome!But i also know that lazy people will not get mod loader unless its automatically done for them. EDIT: However the better thing would not to need mod loader at all and have TIS support new weapons sprites without it! Edited March 9, 2016 by Hydromancerx Faalagorn and Wveth 2 Link to comment Share on other sites More sharing options...
Jab Posted March 9, 2016 Share Posted March 9, 2016 You could use ModelLoader. I don't see any issue using it in the meantime. I have no idea or have heard whether or not TheIndieStone plans to implement their own model system. Not hearing it means it's not a priority or on the back burner, as other features are being introduced and have been requested for a long time. Who knows. We'll see how that rolls out. francogp 1 Link to comment Share on other sites More sharing options...
Necromatic_Corgi Posted March 9, 2016 Share Posted March 9, 2016 Will this work with mash's art overhaul? Link to comment Share on other sites More sharing options...
francogp Posted March 9, 2016 Author Share Posted March 9, 2016 (edited) 7 hours ago, xXSly_WolfyXx said: Will this work with mash's art overhaul? They are 3D models, not 2D art... they should work just fine... BUT modelloader is not compatible yet with 34.x so.... Edited March 9, 2016 by francogp Link to comment Share on other sites More sharing options...
francogp Posted March 9, 2016 Author Share Posted March 9, 2016 8 hours ago, Jab said: You could use ModelLoader. I don't see any issue using it in the meantime. I have no idea or have heard whether or not TheIndieStone plans to implement their own model system. Not hearing it means it's not a priority or on the back burner, as other features are being introduced and have been requested for a long time. Who knows. We'll see how that rolls out. Can you add a variable defined in your lua files so we can use something like "require ModelLoader" on our mods? because if you don't have ModelLoader, it would be easier to know what's is missing in the console log (the actual error is confusing) Link to comment Share on other sites More sharing options...
francogp Posted March 13, 2016 Author Share Posted March 13, 2016 New version 0.2: Lots of new internal code. Now the mod does not override any vanilla Hydrocraft files. If you run this patch without ModelLoader, you will see default placeholders instead of 3d weapons. NOTE: If you have installed v0.1, you must DELETE all hydrocraft files and REINSTALL it again, before installing this patch. Link to comment Share on other sites More sharing options...
Jab Posted March 13, 2016 Share Posted March 13, 2016 On 3/9/2016 at 1:23 PM, francogp said: Can you add a variable defined in your lua files so we can use something like "require ModelLoader" on our mods? because if you don't have ModelLoader, it would be easier to know what's is missing in the console log (the actual error is confusing) Not sure how to go about that, considering my mod is not lua. I could define a placeholder file outside of the checksum folder tree and try loading an object there. Link to comment Share on other sites More sharing options...
francogp Posted March 13, 2016 Author Share Posted March 13, 2016 1 minute ago, Jab said: Not sure how to go about that, considering my mod is not lua. I could define a placeholder file outside of the checksum folder tree and try loading an object there. You can simply do that on the MOD folder, with a new lua file dedicated to that. For example, in my new code, I detect your mod using this: if (getDir ~= nil ) then --load models but it's not too elegant (and safe) Jab 1 Link to comment Share on other sites More sharing options...
Jab Posted March 13, 2016 Share Posted March 13, 2016 Just now, francogp said: You can simply do that on the MOD folder, with a new lua file dedicated to that. For example, in my new code, I detect your mod using this: if (getDir ~= nil ) then --load models but it's not too elegant (and safe) Lua here doesn't support try catch which frustrates me, honestly. I'll look into it with a couple other things I've built up as a list fr ModelLoader, while I work on ZIRC. Link to comment Share on other sites More sharing options...
Reblar Posted March 16, 2016 Share Posted March 16, 2016 Is this up in the workshop? Link to comment Share on other sites More sharing options...
francogp Posted March 17, 2016 Author Share Posted March 17, 2016 (edited) 19 hours ago, Reblar said: Is this up in the workshop? This is a PATCH, not a mod. Short answer: nop. You have to patch it manually (is very easy.... copy/paste). Edited March 17, 2016 by francogp Link to comment Share on other sites More sharing options...
Hydromancerx Posted March 17, 2016 Share Posted March 17, 2016 Next Hydrocraft Update will include this BTW. Thanks again for all this francogp! ZombiesLoveBrainiacs, Jab, francogp and 2 others 5 Link to comment Share on other sites More sharing options...
ZombiesLoveBrainiacs Posted March 25, 2016 Share Posted March 25, 2016 awesome! Link to comment Share on other sites More sharing options...
DresdenBBQ Posted April 6, 2016 Share Posted April 6, 2016 Is that new hydrocraft update out yet because i need this in my life, it's a necessity. Link to comment Share on other sites More sharing options...
francogp Posted April 6, 2016 Author Share Posted April 6, 2016 3 hours ago, Queen Glory said: Is that new hydrocraft update out yet because i need this in my life, it's a necessity. This patch is included in Hydrocraft since 2 or 3 versions ago Link to comment Share on other sites More sharing options...
Hydromancerx Posted July 14, 2016 Share Posted July 14, 2016 francogp Will you still be supporting this mod now that Jab is no longer using Model Loader? Link to comment Share on other sites More sharing options...
Lord Gonfalon Posted July 14, 2016 Share Posted July 14, 2016 57 minutes ago, Hydromancerx said: francogp Will you still be supporting this mod now that Jab is no longer using Model Loader? I believe a dev is integrating model loader in to the base game. Link to comment Share on other sites More sharing options...
Kirrus Posted July 14, 2016 Share Posted July 14, 2016 28 minutes ago, Lord Gonfalon said: I believe a dev is integrating model loader in to the base game. He is! It's more the linking between Hydrocraft / ModelLoader will need updating as the new way of loading models changes Wveth 1 Link to comment Share on other sites More sharing options...
Wveth Posted August 11, 2016 Share Posted August 11, 2016 I'm itching for a model-loader functionality in the game so this can be updated to work with it so I can get this! *squee* Awesome work francogp! francogp 1 Link to comment Share on other sites More sharing options...
Hydromancerx Posted January 4, 2017 Share Posted January 4, 2017 (edited) I am getting reports that the Crossbow won't let players run. They kinda just float. Any idea on how to fix that? Edited January 4, 2017 by Hydromancerx Link to comment Share on other sites More sharing options...
francogp Posted January 10, 2017 Author Share Posted January 10, 2017 On 4/1/2017 at 1:22 AM, Hydromancerx said: I am getting reports that the Crossbow won't let players run. They kinda just float. Any idea on how to fix that? I can't test it until GOG version of the game reach v36.x... I'm on v34.x Link to comment Share on other sites More sharing options...
francogp Posted January 29, 2017 Author Share Posted January 29, 2017 On 4/1/2017 at 1:22 AM, Hydromancerx said: I am getting reports that the Crossbow won't let players run. They kinda just float. Any idea on how to fix that? I tried.. and it work fine on my 36.4.. did it get fixed on your end? Link to comment Share on other sites More sharing options...
Hydromancerx Posted January 31, 2017 Share Posted January 31, 2017 I don't know. The Redboid server reported it. They would be the ones that know. Link to comment Share on other sites More sharing options...
link8dragon Posted June 13, 2018 Share Posted June 13, 2018 (edited) Hello francogp, I'm sorry to bothering you but I just want to know if I can use your bow and crossbow model in another mod than Hydrocraft? because I want to publish a new mod with archery, something simplier than Hydrocraft in recipe, and with a new Compound Bow I made myself, take a look: edit: it doesn't render so nice, forget to zoom before taking this screenshot ^^ but normally you can see crossing rope and the shooting rope behind, for compound system to work... I have add 2 better screenshot on Hydrocraft page Edited June 13, 2018 by link8dragon bad screenshot Link to comment Share on other sites More sharing options...
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