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Starting out as a mod for Minecraft 1.5, Crafting Dead has been around for many years now. It was built on F3RULLO's Gun Mod, one of the first gun mods on the Minecraft scene and has been growing ever since, constantly being enhanced with more content and features.

Crafting Dead adds in a multitude of zombies and guns, along with cosmetics and medical supplies. The guns are fully customisable with attachments and paints; they are competitive ready with accurate hit detection, latency compensation and recoil. Medical supplies include first aid kits, adrenaline and bandages enabling you to quickly escape, attack and recover from combat situations.

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Contributing

Pull requests are always welcome, however please adhere to the following guidlines:

  • Use the Google style guide
  • Add @Override annotations where appropriate to make overrides explicitly clear
  • Rename semi-obfuscated variables (e.g. p_77624_1_) to meaningful names
  • Turn on compiler warnings; resolve all of them (raw types, resource leaks, unused imports, unused variables etc.)
  • Always use this keyword to make code as clear/readable as possible and to avoid ambiguous naming conflicts (which can go without notice)
  • Always use curly braces {} around if statements to make them clearer and easily expandable, e.g.
if(foo) {
  bar();
}

instead of

if(foo)
  bar();
  • Names of fields being used as constants should be all upper-case, with underscores separating words. The following are considered to be constants:
  1. All static final primitive types (Remember that all interface fields are inherently static final).
  2. All static final object reference types that are never followed by "." (dot).
  3. All static final arrays that are never followed by "[" (opening square bracket).

Examples of constants: MIN_VALUE, MAX_BUFFER_SIZE, OPTIONS_FILE_NAME

Examples of non-constants: logger, clientConfig

License

Crafting Dead is licensed under LICENSE.txt for more information. You may use Crafting Dead in modpacks, reviews or any other medium as long as you obide by the terms of the license. Commercial use of the mod must be authorised by NEXUSNODE Directors (Brad Hunter).

Commercial use is any reproduction or purpose that is marketed, promoted, or sold and incorporates a financial transaction. You can use Crafting Dead for personal use, To host a server for friends for example, But not to use the mod or mod pack in any way that gives you a financial advantage, neither can you use or modify the code and re-sell it which will allow others to gain a financial advantage. Any use of the Crafting Dead mod other than within the official Crafting Dead Mod pack is for personal use, none of our work or assets can be used in any way that will allow the person commercial advantage or monetary compensation.

Crafting dead is protected under copyright law in over 179 countries under the Berne Convention, TRIPS & WTO.

Any Youtubers or Twitch streamers are welcome to create videos using our mods and monetize them, However you will need to ensure that you link the official pack/mod in the video description. You are welcome to create your own pack using this mod without authrorisation as long as it is soley used as a private server and your finantial advantage comes soley from video monetization.

Please contact [email protected] or Brad#8888 on Discord if you have any questions or concerns. Commercial use through the official modpack is granted (Such as adding servers through the official modpack) anything that falls outside of the official modpack requires authrorisation.

Credit

  • NEXUSNODE
  • CakeBrains
  • Sm0keySa1m0n
  • Arzio
  • F3RULLO14

YourKit

YourKit supports open source projects with innovative and intelligent tools for monitoring and profiling Java and .NET applications. YourKit is the creator of YourKit Java Profiler, YourKit .NET Profiler, and YourKit YouMonitor.

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crafting-dead's Issues

Issue when start a dedicated server.

Used Mod Version: crafting-dead-core-1.16.4-1.1.1-alpha.jar
Error LOG: https://pastebin.com/iek09mzQ

PS: [11:59:26] [main/FATAL] [net.minecraftforge.fml.server.ServerModLoader/]: Crash report saved to .\crash-reports\crash-2020-12-06_11.59.26-fml.txt - Server doesn't start and it crash.

A suggestion to ensure in-game integrity

Hello everyone, I come here to alert you to a problem that is present in the current version of mod 1.6.4.

As a collaborator of Brazilian CraftingDead servers, some things called a lot of attention: players cheating.

  • Ghost Clients;
  • Memory Handlers;
  • Third-part mods.

My suggestion is to develop an AntiCheat multi side as a complementary mod.

Server owners can choose options such as "enable_anticheat" and "force_player_use_anticheat_to_enter" by themselves.

Ending this problem even before the mass launch of this MOD, in my opinion, is a powerful shot for its image.

Null point exception when player-entity respawn

It was detected when I was testing the modpack in version 0.0.4 alpha.

  • When the player's entity respawn after a death:

Stack-trace warn: "Missing living capability";
Light error-line: "at com.craftingdead.core.capability.living.Player.lambda$get$4(Player.java:271) ~[?:0.0.4-alpha] {re:classloading}";
Full error stack-trace: https://pastebin.com/S1MMA5Pv;
Full client log: https://pastebin.com/UxiTSF15;

I was using forge-31.2.45 to run it and Optifine for better rendering performance.
(This happened even without using Optifine)

Validation uses gun capability not from snapshot

Probably can be abused by quickly switching weapons

public static boolean handle(ValidateLivingHitMessage msg, Supplier<NetworkEvent.Context> ctx) {
ServerPlayerEntity playerEntity = ctx.get().getSender();
playerEntity.getCapability(ModCapabilities.LIVING).ifPresent(living -> {
ItemStack heldStack = playerEntity.getHeldItemMainhand();
heldStack.getCapability(ModCapabilities.GUN).ifPresent(gun -> {
for (Map.Entry<Long, Integer> hit : msg.hits.entrySet()) {
Entity hitEntity = playerEntity.getEntityWorld().getEntityByID(hit.getValue());
hitEntity.getCapability(ModCapabilities.LIVING).ifPresent(hitLiving -> {
gun.validateLivingHit(living, heldStack, hitLiving, hit.getKey());
});
}
});
});
return true;
}

hope

Can we add flash bombs?

Main Menu

SERVER LIST
LOCAL PLAY
STORE
CLANS
STATISTICS
MODS
OPTIONS

Deathmatch game mode

Implement death match game mode (CS:GO style). The game mode engine is quite bare bones at the moment, it's just a base. You'll probably have to write quite a lot of code to implement this, a lot of which will be useful for other game modes etc. so make sure everything you write is as modular and reusable as possible.

Enhanced Bleeding

Bleeding System:

There are 4 stages of bleeding: Minor – Moderate – Severe – Critical rated from lowest to highest severity

All forms of bleeding can be stopped with 1 First Aid Kit or 1 MediPack. Alternatively, bleeding can be stopped from using bandages depending on the severity.

Minor Bleeding causes you to lose 1% hp every 3 seconds. To treat minor bleeding, you must use 1 bandage. Minor bleeding may also fall off over time but it’s better to use a bandage.

Moderate Bleeding causes you to lose 1% every 2 seconds. To treat moderate bleeding, you must use 2 bandages.

Severe Bleeding causes you to lose 1% every 1 second. To treat Severe Bleeding you must use 3 bandages.

Critical Bleeding causes you to lose 1% every 1 second. To treat Critical Bleeding, you must use 4 bandages

Bleeding
There is only one stage of bleeding, but blood loss may differ based on the severity of the wound.

Bleeding can occur when:

  • Being hit by zombie(s)
  • Falling
  • Gunshot wound
  • Obtaining an infection

Blood can be seen visually spurting out of the player

This condition eventually causes all vision to white over, the world will appear more and more colourless. This condition will eventually render a player unconscious, then dead.

Treatment
This condition is cured by applying rags or a bandage.

Null point exception when game is rendering

It was detected when I was testing the modpack in version 0.0.4 alpha.

  • Sometimes when the mod's HUD is rendered when join world:

Stack-trace warn: "Unexpected error";
Light error-line: "at com.craftingdead.core.client.ClientDist.handleRenderGameOverlayPre(ClientDist.java:587) ~[?:0.0.4-alpha] {re:mixin,re:classloading}";
Full error stack-trace: https://pastebin.com/CqEtfWE1;
Full client log: https://pastebin.com/JbQqfN40;

I was using forge-31.2.45 to run it and Optifine for better rendering performance.
(This happened even without using Optifine)

Backpack problem and ammunition problem

Some players keep changing the magazines, and the magazines become more and more. Change the magazines to the gun and then change the bullets in the gun to the empty magazines, so that you can keep refreshing the magazines.
If you put something in the vest A, then take off the vest A, put on the vest B with nothing, put on the vest A again, you will find that the contents disappear.

A render bug

If the player puts the gun on the off-hand, and the main hand also holds the gun, they will overlap.

Could you fix the bug?

Armor on Zombies disappear after they kill you (Visually).

I noticed that when I was killed by a zombie with armor on and respawned, it didn't show it as wearing anything but once it was killed the armor still dropped.

(Video is inside of the ZIP, couldn't upload the MP4 itself)
2020-11-11 19-47-22.zip

Not tested with every armor of course or every weapon and it might just be me. Always still worth looking into :)

EDIT: This seems to not be caused by the Zombie killing the player but the player dying in general. I killed myself around about 30 zombies and all of the armor they had disappeared. It seems to either be literally EVERY zombie or within a certain range.

(Video is inside of the ZIP, couldn't upload the MP4 itself)
2020-11-11 19-56-49.zip

Attachments do not work on servers.

If you apply an attachment to a gun and hold it the attachment is not there. Applying an attachment just deletes the item and doesn't give the gun any lore or visual difference. This only applies to servers and works fine on singleplayer.

report

Mod monsters, no longer actively attack the player, version 1.3.0.

Ammo doesn't render in guns.

This has been consistent across the past couple releases just forgot about it. Magazines on guns, such as the sporter or awp, don't seem to be rendering on the model.

Shooting mechanics

Shots can pass through some blocks, such as FENCER, DOORS, GLASS, LEAVES, among others.

As with version 1.6.4, this modification improves the gameplay strategy.

It's a suggestion linked to the client side, in order to avoid overloading the machine the server is running on.

Hit Reg is super inconsistent and feels terrible

https://youtu.be/Z00HThUciwY
The hit registration on certain guns seems to be super off, as you can see this pig is either bulletproof or none of my shots are registering even though the blood particle is displaying. Also the AWP seems a little bit inaccurate. Previously I had unloaded several magazines with the iron sights and a 8x scope on a pig from 30~40 blocks and it displayed no particles and it didn't die.

Automatic guns only work in creative.

If you are in survival or adventure and hold down left click with any automatic or burst gun it will only fire one bullet, that does not do damage, and drain the magazine until you let go. I have tested this on both singleplayer and multiplayer, it doesn't work as intended on either.

Use Forge's SeparatePerspectiveModel

Use Forge's SeparatePerspectiveModel instead of our PerspectiveAwareModel.

This essentially involves finding all of our JSON models that use craftingdead:perspective_aware as their model loader (things like hats and masks) and change them to use forge:separate-perspective. Look at SeparatePerspectiveModel to see how to define the different perspective models as it's different to our PerspectiveAwareModel.

Medi Pack

Bandages and First Aid Kits can be used to create an item called medipack in the Crafting Menu.

The recipe requires 10 bandages and 1 First Aid Kit and 1 morphine

Medipacks can be used to stop ALL forms of issues such as bleeding, hunger and water levels – can be used while moving

Very effective to use these while being chased by a player or if you get shot while a First Aid Kit is active.

Note: It’s always more effective to use a bandage before using a first aid kit. The bandage will provide healing while you’re applying your first aid kit and save some health.

You can use your first aid kit while looting to save yourself time and health.

Game mode engine additions

Introduce a way of loading and unloading games 'properly', providing game configs, providing a server game rotation and add map support.

The Gun Crosshair doesn't seem to matter.

When shooting guns from the hip, the crosshair that appears and gets larger or smaller depending on how you move doesn't seem to matter at all. When you shoot it just hits the center dot and nothing in the surrounding area.

(Video is inside of the ZIP, couldn't upload the MP4 itself)
2020-11-11 19-13-41.zip

Haven't tested with every single gun individually again but I'm pretty sure this applies to all guns.

What's the meaning of this?

I'm translating it, but I have some problems
at en_us.json

....
"action.preformer":" Performer:%1$s"
....

attacker?

Some hits from guns do not register.

As you can see in the video below, on the last zombie I killed, 6 total shots were fired but only 3 of those 6 registered as hits and did damage. It seems to be happening on every gun but I haven't tested each individually.

(Video is inside of the ZIP, couldn't upload the MP4 itself)
2020-11-11 19-06-28.zip

This is also tested only on Zombies as seen in the video, not sure if it applies to players but still worth looking into and fixing :)

The armor on Zombies have no effect.

I tested guns on a couple of Zombies with a health bar mod and the Armor and Helmets on the zombies that naturally spawn have no effect/give 0 protection.

Armor
(Video is inside of the ZIP, couldn't upload the MP4 itself)
2020-11-11 19-32-53.zip

Helmets
(Video is inside of the ZIP, couldn't upload the MP4 itself)
2020-11-11 19-37-48.zip

Again, I didn't use all weapons, could be this one specifically, could be the certain armors, not sure. But still worth looking in to unless this is intended.

Spray Paints for weapons don't actually apply to the model.

Spray Paints for weapons don't seem to actually apply to the held model, the only paint that seems to have a visual effect is the "Multi Paint" but this is only to the icon in the inventory, not the model itself. It also isn't consumed when it is put into the slot and the gun is moved out of the attachment grid. Not sure if that's intended or not.

(Video is inside of the ZIP, couldn't upload the MP4 itself)
2020-11-11 20-07-20.zip

Again, not every weapon and paint were tested but I'm pretty sure it applies to them all :)

Unlimited crafting of combat knives

If the player uses two combat knives to make new combat knives in the crafting table in survival mode and press the shift key, the player’s inventory will be filled with combat knives!

It seems that many knives are like this

Is it a mod bug? Hmm... it seems serious.

Ammo Armor Penetration

All of the armor penetration on the magazines reads "Armor penetration: 0%%" or "Armor penetration: 1%%".

I don't think I need a video for this one, you can see for yourself by opening the inventory :P

About the parts of the gun.

Unlimited access to gun parts: Load the gun with parts, then close the container of assembly parts, and the parts will be returned to players. Put the gun in the place of assembly parts, and the parts will still be displayed.(In single player mode)

Sometimes, put the parts into the gun, put them in the player inventory, and then turn off the player inventory. After a while, take them out, and the parts of the gun will be gone. I don't know if this is a problem with my server.(Forge version: 36.0.1)

Prone/Laying Down Accuracy Issue

I found that when you lay down as opposed to standing up or crouching, your shots go about a block up from where they are supposed to be shooting. In the video I shoot while standing up showing the guns accuracy normally and then while laying down and you can see that the bullets are pretty far off.

(Video is inside of the ZIP, couldn't upload the MP4 itself)
2020-11-15 12-22-41.zip

It's tested with the M4 in the video but I tried with a few other weapons and it seems to be the case with them all.

Ammo in your gun's magazine seems to jump around.

I tested this with the ACR and AWP. With the awp I would shoot 5/10 and then the next shot would drain it to 0 and require a reload or sometimes it would get to 1 and then jump back to 9 without reloading. With the ACR I unloaded a magazine successfully but the next one jumped from 20 to 5 and then drained normally. I just fired 8 ACR Magazines from my hotbar and I just looked down and 7 of them refilled themselves. This was all tested on singleplayer.

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