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Revision of Flan's Mod Plus for 1.7.10

License: Other

Java 100.00%
hacktoberfest

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flans-mod-plus's Issues

Game Crash when i playce a Tank or Plane

Its Me again :D

I tryed out like i sayed and the game works so damn good. I intalled then later Contentpacks and tested out again. I play on my own server. So yeah i tryed to place tank, SERVER CRASHED, i restartet take another one, SERVER CRASHED. i will aply my lates log of the Server hopefully someone can help me :) Thanks. BTW im on Ubuntu 10. Server Version 1.7.10

latest.log

cash

https://cdn.discordapp.com/attachments/436132134428737537/720927199838076938/cash.png

java.lang.ClassCastException: net.minecraft.item.ItemArmor cannot be cast to com.flansmod.common.teams.ItemTeamArmour
at com.flansmod.common.guns.raytracing.PlayerHitbox.hitByBullet(PlayerHitbox.java:155)
at com.flansmod.common.guns.EntityBullet.func_70071_h_(EntityBullet.java:573)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)
at net.minecraft.world.World.func_72939_s(World.java:1887)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2005)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:972)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

A detailed walkthrough of the error, its code path and all known details is as follows:

-- Head --
Stacktrace:
at com.flansmod.common.guns.raytracing.PlayerHitbox.hitByBullet(PlayerHitbox.java:155)
at com.flansmod.common.guns.EntityBullet.func_70071_h_(EntityBullet.java:573)
at net.minecraft.world.World.func_72866_a(World.java:2070)
at net.minecraft.world.World.func_72870_g(World.java:2034)

-- Entity being ticked --
Details:
Entity Type: Bullet (com.flansmod.common.guns.EntityBullet)
Entity ID: 25828
Entity Name: entity.Bullet.name
Entity's Exact location: 1208.44, 64.59, 242.44
Entity's Block location: World: (1208,64,242), Chunk: (at 8,4,2 in 75,15; contains blocks 1200,0,240 to 1215,255,255), Region: (2,0; contains chunks 64,0 to 95,31, blocks 1024,0,0 to 1535,255,511)
Entity's Momentum: 10.15, -0.63, 10.87
Stacktrace:
at net.minecraft.world.World.func_72939_s(World.java:1887)

Feature: when a track is destroyed, tank will not turn

Hello!

First of all, great job on all the new features (and bug-fixing) you've added so far!
But here is a very annoying problem; When a tank's track is destroyed, the tank can still turn left/right rather than remain stable and only turn its turret (this will only happen if "Tank" & "FourWheelDrive" are set to true).
I just wanted to let you know about this if you already haven't....

Thank you in advance!

Glass Breaking Sound Plays Globally on Servers

Running a Thermos-1.7.10-1614-57 server jar but highly doubt that's related.
Grab a minigun from the Modern Warfare Content Pack (again assuming this affects other weapons, just being as specific as possible) and shoot some glass. The high-pitched dink sound effect can be heard at equal volume across the entire map.

certain variables don't function

It is worth noting that the CanHipFireWhileSprinting variable does not function. In a singleplayer world, you will be unable to hipfire while sprinting even if it is set to true, and in a dedicated server, you will always be able to hipfire while sprinting, even if it is false. Setting it does nothing. The CanShootUnderwater variable also does nothing. If you set it to false, you can still shoot underwater, in both dedicated servers and singleplayer.

Reload time multiplier for attachments doesnt work as intended

The gun will play a recoil animation as if it was firing while simultaneously playing the reload animation at the original speed. The gun will still not fire anything until the reload animation is done playing.

2020-08-05_19 26 17

I used a gun with muzzle flashes to help visualize the bug better, but the bug is still present on other guns I have tested with my attachment.

bug
This is the attachment I am using on the guns. I made the multiplier small so I could better test what was going on.

Minor Propeller Bug (not game breaking)

I've noticed that when a pilot exits any plane while moving, after a few seconds, the propellers disappear. Helicopters seem to be unaffected. However, when you break the plane and replace it, the propeller is there again. The only time the prop wont disappear is if you exit after you've come to a complete stop.
2021-08-01_23 44 30

Just found it kind of odd.

Vehicle Speed (Planes specifically)

Whenever a vehicle is entered, the vehicle speed is automatically at 0.3 with no movement. With takeoff speed roughly set around 0.5, it allows for nearly instant takeoff ability no matter what i set the vehicle's physics settings to.

Config option for disabling tool tips / option to change the button

First of all I want to say that I really appreciate this version of Flans mod. It really bumps up the experience!
Anyways, the problem that I'm having has something to do with the tool tips that are being shown when pressing the "sneak-button" on an item. Often times when I am revealing these information by pressing shift, my game starts lagging/freezing for a couple of seconds. This makes it really hard to shift-drag items in and out of inventories. Although I don't know why that is, since my friend does not experience anything similar to that, I would still love to see an option where I can disable and/or rebind this feature.

If it can already be disabled/rebound or you have an idea why it's lagging, please let me know.

Appreciate your work and efforts!

EDIT: I just found out that if I hold down the "tool tip-Key/shift" and then search something in the minecraft search bar, my game crashes.

Getting kicked from server when killing other player

When shooting another player and killing him using weapons from Flans Mod, both players get kicked from the server. They can rejoin without their client crashing. Just an error message appears.

If I kill myself in singleplayer by using a grenade I get kicked out of my world, after restarting my client crashes.
I am running this mod in a custom 1.7.10 modpack. Tried versions 1.43 and 1.44.

The crash report is from a singleplayer world where I killed myself with a grenade and tried to reopen my world, on my server theres no crash report.

crash-2021-02-21_19.39.42-server.txt

Sneak Spread modifier doesn't seem to work properly.

I was messing around with the new crouching and sprinting spread modifiers, and I have found that they don't actually work? I set the modifiers to various different numbers, but it seems they don't do anything, or they work differently than I think they do. I'm not sure about sprinting, but I know that sneaking modifier doesn't seem to change the value from default (I tried setting SneakSpreadMultiplier to 0.01 and 1.0). Maybe I'm doing something wrong but I'm not sure.

Future Feature Request: Vehicle HUDs, Radar, Weapon Selection

I Know it would be complicated to pull off properly, but I feel this could really enhance the gameplay of this mod. To have certain HUDs for different vehicle types as well as variations of them. For aircraft flying in first or third-person and tanks in first-person, it could be especially useful.
For tanks it would allow
-A Crosshair of a sort (think Battlefield 4)
-Detection of nearby mobs, players, and drivables (configurable as to which are enabled)
-Thermal/night vision (LabJac has done this with his TaP version)
-Visual Locking on of targets(HUD draws a box around what is configured to be detected)
For Aircraft it would allow
-Attitude indication
-Visual Locking on of targets (same as above)(Think Ace Combat Series)

As for weapon selection
I feel that rather than separate keybinds for Missiles, bombs, and guns, there shoul just be a
Fire Primary and Fire Secondary with another key to change what secondary is selected
The HUD Would display what weapon is selected along with how much ammo.

Sorry for long winded description but i like to pay attention to details.

Knifes not working in F5

Melee weapons such as the "knife" from the modern weapons pack won't damage any enemies in F5 (third person). You can neither hit mobs nor players. It's not that severe but I wanted to mention it anyways.

Hot to add muzzle flashes to custom models?

I'm currently working on a custom content pack but I can't seem to get muzzle flashes working. So I was wondering if you can actually add them to your gun and if so, how? Because I'm pretty sure you can, since I saw them working on other guns when playing this flans mod version. And secondly where can I ask questions about the mod? I feel like that this is not the right place ;)

I hope you can help me on that, much thanks!

Error message

Tbh I don't know why this message appeared but I still wanted to send you the error since I thought you might be able to do something with it. It appeared a couple times btw.

[19:42:28 ERROR]: An Entity Bullet(com.flansmod.common.guns.EntityBullet) has thrown an exception during loading, its state cannot be restored. Report this to the mod author
net.minecraft.util.ReportedException: Loading entity NBT
at net.minecraft.entity.Entity.func_70020_e(Entity.java:1744) ~[sa.class:?]
at net.minecraft.entity.EntityList.func_75615_a(EntityList.java:172) [sg.class:?]
at net.minecraft.world.chunk.storage.AnvilChunkLoader.loadEntities(AnvilChunkLoader.java:487) [aqk.class:?]
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:44) [ChunkIOProvider.class:git-Cauldron-MCPC-Plus-1.7.10-1.1307.06.218]
at net.minecraftforge.common.chunkio.ChunkIOProvider.callStage2(ChunkIOProvider.java:15) [ChunkIOProvider.class:git-Cauldron-MCPC-Plus-1.7.10-1.1307.06.218]
at net.minecraftforge.common.util.AsynchronousExecutor$Task.finish(AsynchronousExecutor.java:189) [AsynchronousExecutor$Task.class:git-Cauldron-MCPC-Plus-1.7.10-1.1307.06.218]
at net.minecraftforge.common.util.AsynchronousExecutor.finishActive(AsynchronousExecutor.java:354) [AsynchronousExecutor.class:git-Cauldron-MCPC-Plus-1.7.10-1.1307.06.218]
at net.minecraftforge.common.chunkio.ChunkIOExecutor.tick(ChunkIOExecutor.java:30) [ChunkIOExecutor.class:git-Cauldron-MCPC-Plus-1.7.10-1.1307.06.218]
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:874) [MinecraftServer.class:?]
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:423) [lt.class:?]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:798) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:658) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:748) [?:1.7.0_221]
Caused by: java.lang.NullPointerException
at com.flansmod.common.guns.BulletType.getBullet(BulletType.java:291) ~[BulletType.class:?]
at com.flansmod.common.guns.EntityBullet.func_70037_a(EntityBullet.java:1217) ~[EntityBullet.class:?]
at net.minecraft.entity.Entity.func_70020_e(Entity.java:1662) ~[sa.class:?]
... 12 more

Flashlight Bug

The only time the flashlight attachment function seems to work is when it is a grip attachment. If I say, make it a gadget attachment, the light does not work.

Crafted planes wont take fuel

Crafted a plane in survival, it wont take in any fuel therefore I cannot fly it, it works if I spawn the plane in from creative mode then put fuel in though.

Gun muzzle flashes shown when other players shoot.

(This issue was firstly posted in Flans mod++)

Hi, this is not a bug, more like a new feature suggestion.

As the tittle says, would it be possible to make gun muzzle flashes shown when others shoot and not just in the player's client side?

I think this would change the battle mechanics where infantry/PVP battles happen thus it would be more realistic.

Thanks

Killing vehicles with..... knives!

Hello, I recently played in a LAN world with my friends, and I was in a vehicle with 100% HP and one came with a knife and "stabbed" my vehicle numerous times and I died (the vehicle blew up)!

Is there a way to stop things that use melee to damage vehicles? They can also destroy a vehicle with vanilla items that use melee damage!

StickSound not playing

I am currently working on a grenade and I was wondering when the StickSound triggers, because I can´t seem to get it playing.
Here is the config
Sticky Grenade.txt
Thanks for the help!

Dual wielding bugs

Not sure if this is known, but when dual wielding, both guns will take the reload speed of the primary (right hand) gun. I have tested this with multiple guns.
Pistol.M9.txt
FlareGun.txt
Python.txt

Another bug, occasionally, the second gun will stop working properly, and trying to fire it will fire the main gun instead. It's fixed by swapping weapons but can still be a minor nuisance.

(bug) Flans Mod render problem with NEI

Hello, i'm having a render problem with NotEnoughItems and Flans Mod Ultimate Stability Edition.

I remember that I this error was already there when I started using Flans Mod Ultimate Stability Edition, (from 1.33) but I always forgot to report.
When one NEI page contains Flan's mod item: tile.flansWorkbench.#.name from 3 to 15, it keep it keep spamming on my console the following line:

[Client thread/INFO]: [net.minecraft.crash.CrashReport:func_85057_a:320]: Negative index in crash report handler (0/27)

And if I get this item the game crashes.

An user had this problem (not with flans mod ultimate stability) years ago([https://github.com/FlansMods/FlansMod/issues/822]), and explained that there's a workaround, and it's by creating a craft tweaker script, or you must use Flans Mod 4.4.0.

So I writed a script, but it gave me an error. I contacted craft tweaker devs and they told me to have the items in my hand and do /ct hand. The fact is that I cannot get those items in my hotbar without crashing.
So I can't get the registry ID.

Meanwhile (if it's fixable or not) if you know is the registry ID, can you please tell me?
I need to update my modpack and I wish to fix this error.
Have a Good day.

Passenger guns issue

Hi,

When I put an ammo stack (2 magazines for an example) to a passenger's gun, it will only use the one instead but it will consume both of them! If one mag has 50 bullets and I put x2 mags in, it will only fire 50 but it will consume the other mag too while it should fire 100!

This happens in any case, no matter how many magazines you've added in the passenger's gun ammo slot.
Except if this is a driver's gun, then it works just fine.
It also existed in other versions too.

any chance of 1.12 version?

even though Flansmod Official has released a Flansmod in 1.12.2,but in fact,that version can not support any content pack in 1.7.10.
so could there be any chance to update your 1.7.10 flansmod to 1.12.2 so that it can support content pack in previous version?

Flight Physics (Enhancement)

While tinkering with the FlightController.java I figureed out how to
-Change takeoff speed of planes (nasty side effect however)
--Side Effect: At steep bank angles with the nose pointed up, plane would immediately lose its speed and lose control
-Fix to that side effect

-Change the control sensitivity at low speeds to allow for proper taxiing
The latter change however, left me with a side effect I cant seem to fix. (below)

The sensitivity change allows for all axes of control to be used at low speeds(roll, pitch, yaw).
Any ideas how to restrict the control only to yaw?

Should i attach my version of the FlightController.java below for you to look over?

FOV BUG! PLS FIX!

I have a FOV set to 110, but when I aim through the scope the FOV is 89, if I set the FOV to less than 89 and aim it is set to 89 !!!
Please FIX THIS !!!

I use Google translate.
Sorry for any mistakes!

Burst weapons automatically firing after reload

When you left click (try to shoot with) an empty burst gun and then reload (with R), a burst goes off even though the player didn't make any new inputs after that inital left click when it was still unloaded.

Hope this hasn't been mentioned yet ;)

(Enhancement) Vehicle Collision Boxes

It may be out of the question, but I have seen other mos incorporate collision boxes that directly interact with players and mobs. Would this be possible for FM+? I have seen this implemented in other mods elsewhere. It would allow for running people/ mobs over if traveling fast enough and being able to move around within vehicles without being in a seat. A lot of large vehicles could benefit from this. An example would be a player standing on top of a tank, or an airliner you could walk around in to get to the seats.

Toggle weapon model disappearance on scoped weapon

When I tried to put a simple crosshair as scope (pictures attached), I noticed that the weapon model disappears. And then I thought it would be pretty cool if you could toggle the weapon model disappearence. That would make toggleable crosshairs pretty easy to implement like that. Let me know if that could be a thing or if something like this even already exists (or can be achieved in another way).

Much thanks!

2021-07-12_01 39 04
2021-07-12_01 39 07

Vehicles getting stuck on slopes

I don't know if this is a known issue because this problem inevitably occures when driving over rough terrain with vehicles in the newest 1.47 release (it doesn't seem to happen in older releases).
It's pretty straight forward, when driving over some rough terrain (mostly when driving downhill), there is a pretty high chance the vehicle will get stuck. And the chances of breaking free are very slim.

I hope this issue can be fixed since it makes the newest release practically unplayable which is very unfortunate.

Here is a video that shows the problem: https://www.mediafire.com/file/pa04t3m3rcwnoao/VehiclesStuck.mp4/file

Thanks!

Explosion kills don't count in TDM

Hi,

I noticed that you fixed the Flan's teams feature so I made a server with TDM and played with my friends. But while playing, we found out that explosion kills will not count as valid kills in the scoreboard of the TDM (The killer will not take any points for the kill at all) whether it is a grenade kill or from HE shells. Could this be a problem from my server or this is a bug of flan's mod?

Ι use the latest 1.44 version

thanks

Problems with grenade model

I'm currently trying to add a "C4-like" grenade to my game but unfortunately I have some problems with the model. I just can't wrap my head around how the grenade models work. The first major issue is that the disk-like shape at the bottom of the explosive doesn't seem to be in the right place for some reason and the second problem has something to do with the positioning of the model. So I was wondering how can I move the model (like "translateAll" on gun models) and secondly where the issue with the model itself might be that causes the bottom part of the model to be all glitched out?

Thanks for help ;)

My model file in eclipse:
ModelConvertModem.txt

This what the model is supposed to look like:
Screenshot (212)

This is what it looks like ingame (note the hitbox that shows where the model would ideally be):
2021-07-23_03 27 30
2021-07-23_03 27 23

Random crashes

Game randomly crashes with the mod installed. Worse than with normal flans mod. Models of vehicles and guns load properly though, unlike normal flans mod. I don't know why this happens, world functions for some time and then just crashes. I have other mods installed, but they didn't interrupt normal flans mod functioning before (same other mods, no new ones installed). It happens on any version of the mod.

Bug with weapons that load multiple shells?

With a weapon that loads multiple shells, BulletInsertSound, ReloadSound, and EmptyReloadSound do not work. This leads to it being (as far as my knowledge goes) impossible to have any reload sounds for these weapons. This is likely due to the behavior being changed and either not being finished, or bugged. Either that or I'm just stupid and can't figure it out. If it is bugged, it would be nice if you could possibly add an option to go back to the old way of reloading these weapons, and fix the bug. If it's not bugged, I would like to know how to properly add sounds for these weapons.

A suggestion

Could you add some option in Config that can ban enchanting the armor of Flan's Mod Plus?
It could always bring some problem.

The game will crashes when I open a Gunbox's GUI

The game will crashes when I open a Gunbox's GUI
The Crash Report:

---- Minecraft Crash Report ----
// Surprise! Haha. Well, this is awkward.

Time: 20-9-12 下午9:51
Description: Rendering screen

java.lang.NullPointerException: Rendering screen
	at com.flansmod.client.gui.GuiGunBox.func_146979_b(GuiGunBox.java:79)
	at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:119)
	at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1455)
	at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
	at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
	at net.minecraft.client.main.Main.main(SourceFile:148)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:498)
	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
	at net.minecraft.launchwrapper.Launch.main(Launch.java:28)


A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------

-- Head --
Stacktrace:
	at com.flansmod.client.gui.GuiGunBox.func_146979_b(GuiGunBox.java:79)
	at net.minecraft.client.gui.inventory.GuiContainer.func_73863_a(GuiContainer.java:119)
	at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1455)

-- Screen render details --
Details:
	Screen name: com.flansmod.client.gui.GuiGunBox
	Mouse location: Scaled: (286, 97). Absolute: (573, 524)
	Screen size: Scaled: (641, 360). Absolute: (1281, 720). Scale factor of 2

Hitmarkers not working properly!

When playing with friends, we noticed that hitmarkers were not working properly. Basically when shooting at players/entities (when they are moving) the hitmarker goes off without the entity taking damage or the hitmarker doesn't go off but the entity is taking damage. My theory is that when you shoot straight at a moving entity the hitmarker shows up because the entity was in your line of sight but the bullet is still traveling thus not necessarily damaging the entity. This bug makes hitmarkers very misleading and we unfortunately had to turn them off on our multiplayer server.

Because this bug is kind of weird to explain I recorded a video: https://www.mediafire.com/file/9wt2qttno6tru7f/Hitmarker_shenanigans.mp4/file

Keep up the good work!

Flan's team mod is broken and compiling is broken too

Hello,

Recently I had been playing with friends this version of flansmod and we tried to set up a map to play on Team Death Match and CTF. After we made the team files and classes in the W44 pack, we added the commands that's needed to start the match.

The game started normally (/teams start) but after the match ended it just got stuck and didn't start a new match.

Another issue I'm facing is that when I created the workspace to add new models and code them, when I finished them I typed in the Windows Powershell ./gradlew.bat build and got this error:

C:\Users\panze\Desktop\Flansmod Workspace\build\sources\java\com\flansmod\common\FlansMod.java:137: error: diamond operator is not supported in -source 1.6
public static ArrayList gunBoxBlocks = new ArrayList<>();
^
(use -source 7 or higher to enable diamond operator)
1 error
1 warning
:compileJava FAILED

I don't know if I'm stupid or blind (or both) but I still can't figure out how to fix that and I need help.
Thanks

Vehicle Crash(FIXED)

Whenever I spawn a vehicle, My game crashes. I am on the proper version and everything else works fine.

Here is the message when I open the launcher
The game crashed whilst ticking entity
Error: java.lang.NullPointerException: Ticking entity
Exit Code: -1

Here is the full error report
https://pastebin.com/LMvKCmCa

Have i just to drag and drop this mod?

The question is very Simple and idk if im to stupid or to tired but have i to replace ur Version with the original or have i to took both mods into the mods folder?

Thanks!

Crouching/Aiming Accuracy

I've been enjoying the mod lately, the updates you've put out, and a lot of the options it gives me creatively. However, I do have an issue with how gun spread works when aiming/crouching. I have not been able to find any way to config it, and it appears to be a hardcoded value. Aiming seems to tighten up the spread of all weapons besides those firing multiple bullets (shotguns) significantly, and crouching seems to tighten up the spread of everything including shotguns. It doesn't make much sense for crouching to tighten the spread of shotguns, and it makes them very difficult to fit properly into the weapon sandbox. I personally think it would be better if these values were configurable on a per-gun basis, rather than the set value it is by default. Allowing further customization. This would allow for things such as very low hipfire accuracy on sniper rifles, smgs with tight hipfire spread compared to aimed spread, and just higher versatility and customization overall. If this is not possible, I would encourage you to at least take a look at the shotguns, as it really does not make sense for crouching to tighten up their spread.

Vehicles falling too fast

I noticed that vehicles were falling too fast to the ground. In my experience it felt more like teleporting, rather than an actual descend. I would thus suggest decreasing the speed at which the vehicle falls.

Game-breaking bug: Vehicle's turret does not rotate if you are looking at it from far distance

Hello,

I just wanted to let you know a really bad bug from the very first version of Flan's mod. A vehicle's turret can only be seen rotated only when someone is 50 blocks (exactly 50 blocks, I even counted it) close but when the vehicle is farther then the turret remains in it's resting position and can't be seen rotating by other players who are from a far distance but only from it's driver and players at close distance.

Thanks for reading this!

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