[Mod] Gunslinger [alpha][gunslinger]

[Mod] Gunslinger [alpha][gunslinger]

Postby ANAND » Sat Dec 29, 2018 8:31 am

gunslinger (now in alpha)



Gunslinger is an advanced guns mod for Minetest. It provides a very extensive-yet-simple API to register all sorts of guns, and almost every aspect of the gun can be customized. To see a complete list of features, checkout the README and the API reference

License
Code: MIT
Media: CC0

ContentDB: https://content.minetest.net/packages/ANAND/gunslinger
Browse code: https://github.com/ClobberXD/gunslinger
Browse releases: https://github.com/ClobberXD/gunslinger/releases
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby Lone_Wolf » Sat Dec 29, 2018 4:27 pm

This is great! +10
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby ANAND » Sat Jan 05, 2019 1:09 am

As the mod is now somewhat functional, I've created a pre-release for easy testing. https://content.minetest.net/packages/A ... /download/
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby StarNinjas » Sat Jan 05, 2019 4:17 am

Nice!!!
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby StarNinjas » Sun Jan 06, 2019 4:43 am

Join and this is what I get:

Code: Select all
2019-01-05 21:40:11: ERROR[Main]: ModError: Failed to load and run script from C:\MT-0.5-master\bin\..\mods\gunslinger-master\init.lua:
2019-01-05 21:40:11: ERROR[Main]: C:\MT-0.5-master\bin\..\mods\gunslinger-master/api.lua:250: gunslinger.register_gun: Attempt to register gun of disabled type 'semi-automatic'
2019-01-05 21:40:11: ERROR[Main]: stack traceback:
2019-01-05 21:40:11: ERROR[Main]:    [C]: in function 'error'
2019-01-05 21:40:11: ERROR[Main]:    C:\MT-0.5-master\bin\..\mods\gunslinger-master/api.lua:250: in function 'register_gun'
2019-01-05 21:40:11: ERROR[Main]:    C:\MT-0.5-master\bin\..\mods\gunslinger-master/guns.lua:1: in main chunk
2019-01-05 21:40:11: ERROR[Main]:    [C]: in function 'dofile'
2019-01-05 21:40:11: ERROR[Main]:    C:\MT-0.5-master\bin\..\mods\gunslinger-master\init.lua:7: in main chunk
2019-01-05 21:40:11: ERROR[Main]: Check debug.txt for details.
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby ANAND » Sun Jan 06, 2019 6:15 am

Thanks for reporting, this has been fixed. Please get the updated version from the GitHub repo or the CDB.
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby StarNinjas » Sun Jan 06, 2019 10:40 pm

Ok thanks!

:(

Code: Select all
2019-01-06 15:49:12: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'gunslinger' in callback item_OnUse(): C:\MT-0.5-master\bin\..\mods\gunslinger-master/api.lua:165: attempt to perform arithmetic on field 'time' (a function value)
2019-01-06 15:49:12: ERROR[Main]: stack traceback:
2019-01-06 15:49:12: ERROR[Main]:    C:\MT-0.5-master\bin\..\mods\gunslinger-master/api.lua:165: in function <C:\MT-0.5-master\bin\..\mods\gunslinger-master/api.lua:124>


^^^^^^^ when i use the cheetah gun.
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby ANAND » Mon Jan 07, 2019 9:48 am

Fixed. Again, thanks for reporting. :)

Created another release. Please update your mod to the latest version.
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby StarNinjas » Mon Jan 07, 2019 9:46 pm

Thanks hope it works:)!
ugh again after a while of trying to shoot this is what it gives me:(
Code: Select all
2019-01-07 15:06:42: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'gunslinger' in callback environment_Step(): C:\MT-0.5-master\bin\..\mods\gunslinger-master/api.lua:55: attempt to index local 'stack' (a nil value)
2019-01-07 15:06:42: ERROR[Main]: stack traceback:
2019-01-07 15:06:42: ERROR[Main]:    C:\MT-0.5-master\bin\..\mods\gunslinger-master/api.lua:55: in function 'fire'
2019-01-07 15:06:42: ERROR[Main]:    C:\MT-0.5-master\bin\..\mods\gunslinger-master/api.lua:196: in function <C:\MT-0.5-master\bin\..\mods\gunslinger-master/api.lua:185>
2019-01-07 15:06:42: ERROR[Main]:    C:\MT-0.5-master\bin\..\builtin\game\register.lua:420: in function <C:\MT-0.5-master\bin\..\builtin\game\register.lua:400>
2019-01-07 15:06:42: ERROR[Main]: stack traceback:
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby ANAND » Tue Jan 08, 2019 8:00 am

I've encountered this myself quite a few times, I'll look into it.
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby StarNinjas » Tue Jan 08, 2019 8:36 pm

Thanks.
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby ANAND » Sun Jan 13, 2019 5:45 pm

Updates!



  • The fire function aborts if stack is nil, avoiding the error described here.
  • The gun definition field style_of_fire has been renamed to mode.
  • Some firing modes have been renamed for consistency and factual accuracy:
    • semi-automatic --> hybrid
    • manual --> semi-automatic
  • A new firing mode has been introduced: manual. Manual guns are truly manual, as in they have to be manually loaded after each shot. This can be used for guns like bolt-action sniper rifles, for example.

As usual, I've created a pre-release on CDB for those who prefer that to downloading from GitHub.
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby StarNinjas » Sun Jan 13, 2019 9:41 pm

How do you even shoot?
I keep clicking left and right mouse button but nothing happens:(
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby ANAND » Tue Jan 15, 2019 4:23 am

StarNinjas wrote:How do you even shoot?
I keep clicking left and right mouse button but nothing happens:(


lol, sorry. I forgot to rename style_of_fire field in the gun's definition to mode. Fixed now.
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby StarNinjas » Tue Jan 15, 2019 4:24 am

Okay hope it works lol
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby ANAND » Fri Mar 08, 2019 4:52 am

Updates!

- Fix a potential crash.
- Set firing mode of `gunslinger:cheetah` to `burst` until `automatic` mode is fixed.
- Use particles for visual feedback of projectile path.

Created another release as usual.
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby ANAND » Tue Mar 19, 2019 2:32 pm

After a long delay, gunslinger has gotten a ton of bugs fixed, some of them by sparky/Elkien3 (thanks!). Here's a list of major bug-fixes and improvements brought forward by the latest pre-release: https://github.com/ClobberXD/gunslinger ... /v0.10-pre

The recent increase in the attention this mod has been getting has also inspired me to work on https://github.com/ClobberXD/gunslinger/issues/12, which is guaranteed to add a lot of realism at the cost of a negligible performance hit.
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby ANAND » Sun Mar 24, 2019 10:24 am

v0.11 has been released!



  • Potential crash due to undefined variables `base_dmg` and `def.dmg_mult` has been fixed.
  • A technique called "Deferred Raycasting" has been used for mimicking projectile entity behaviour without using entities. This greatly improves realism while keeping performance hit at a minimum.

See here for the full changelog: https://github.com/ClobberXD/gunslinger ... .v0.11-pre
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby ANAND » Mon Mar 25, 2019 8:28 am

v0.12 has been released



  • Added API support for more sounds.
  • Added more sounds.

See here for the full changelog: https://github.com/ClobberXD/gunslinger ... .v0.12-pre
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Re: [Mod] Gunslinger (v0.14-pre) [gunslinger]

Postby ANAND » Mon Mar 25, 2019 9:56 am

v0.13 and v0.14 released!



- Includes lots of minor improvements and miscellaneous bug-fixes.

See here for full changelog: https://github.com/ClobberXD/gunslinger ... .v0.14-pre
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Re: [Mod] Gunslinger (v0.15-pre) [gunslinger]

Postby ANAND » Tue Mar 26, 2019 1:56 am

v0.15 released!



Important bugfix.

See here for the full changelog: https://github.com/ClobberXD/gunslinger ... .v0.15-pre

(Expect ammo to be implemented in the next pre-release. :tada:)
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Re: [Mod] Gunslinger (v0.16-pre) [gunslinger]

Postby ANAND » Tue Mar 26, 2019 8:08 am

v0.16 released!



- We have ammo! :tada:
- Current placeholder ammo texture taken from `shooter` mod by stujones11.
- Guns can choose to register custom ammo by passing the item name to field `ammo` in gun definition.
- Guns can also set a reload time by defining `reload_time` field in gun definition. Defaults to 3s to match default reload sound.

See here for the full changelog: https://github.com/ClobberXD/gunslinger ... .v0.16-pre

Here's the list of things to do before v1.0.0 can be released: https://github.com/ClobberXD/gunslinger/milestone/1
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Re: [Mod] Gunslinger (v0.17-pre) [gunslinger]

Postby ANAND » Wed Mar 27, 2019 12:54 pm

v0.17 released!



- We have support for multiple pellets per-round! Yay, shotguns!
- New field pellets to define number of pellets per-round.
- Guns can now implement inaccuracy by defining the spread_mult field (defaults to 0).
- Minor improvements and bug-fixes.

See here for the full changelog: https://github.com/ClobberXD/gunslinger ... .v0.17-pre
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Re: [Mod] Gunslinger (v0.18-pre) [gunslinger]

Postby ANAND » Wed Mar 27, 2019 12:58 pm

v0.18 released!



- Improvements to spread, with respect to randomisation of projectile direction.
- Alias for `gunslinger:ammo` -> `ammo`.

See here for full changelog: https://github.com/ClobberXD/gunslinger ... .v0.18-pre

(P.S. Sorry for the double post)
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Re: [Mod] Gunslinger (WIP) [gunslinger]

Postby ANAND » Wed Apr 03, 2019 3:07 am

Spoiler: Moar guns coming soon! :)

See https://github.com/ClobberXD/gunslinger/issues/20
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