
Handmade-Guns Overdrive
An overhaul of "HandmadeGuns" that seeks to take this open source gun mod to the next level. All assets have also been translated to English for ease of use.
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- Обновлён
- 24 августа 2026 г.
- Лицензия
- HMG-License
Опубликован 1 августа 2024 г.
Handmade Guns Overdrive
Important: Make sure to download the latest “Additional Files” .zip from the downloads section. The main mod jar alone does not include all required assets, sounds, and content files used by HandmadeGuns-Overdrive.
Modular Firearms for Minecraft 1.7.10
Handmade Guns Overdrive (HMG) is a Minecraft Forge 1.7.10 firearms framework focused on modular weapons, configurable gun packs, and large-scale multiplayer combat.
Unlike traditional weapon mods that ship a fixed set of guns, HMG is designed around external content packs. Weapons, magazines, ammunition, attachments, models, sounds, recipes, and gameplay behavior can all be defined through pack content, allowing server owners, modpack authors, and creators to build their own firearm ecosystems without modifying the mod itself.
Whether you're creating a realistic military experience, a faction warfare server, a survival progression pack, or a custom PvP environment, HMG provides the foundation.
Major Features
🔫 Pack-Driven Weapon System
- Support for external gun packs loaded without modifying the mod.
- Define custom firearms, magazines, ammunition, attachments, sounds, models, and recipes.
- Compatible with both modern HMG content packs and legacy pack formats.
- Designed for easy expansion by server owners and content creators.
🎯 Advanced Firearms Framework
- Semi-automatic, burst-fire, and fully automatic weapons.
- Magazine-based reloading systems.
- Attachment support with pack-defined compatibility.
- Multiple ammunition and projectile types.
- Zeroing, fire selectors, weapon maintenance, and advanced weapon controls.
💥 Expanded Projectile System
- Standard bullets, armor-piercing rounds, fragmentation rounds, explosive projectiles, rockets, grenades, torpedoes, lasers, incendiary ammunition, and more.
- Support for mounted and placed weapon systems.
- Configurable projectile behavior and damage handling.
🎮 Improved Combat Experience
- Smooth recoil and weapon animation systems.
- Enhanced ADS (Aim Down Sights) behavior.
- Multiplayer-focused weapon synchronization.
- Responsive gun handling and combat feedback.
- Optional manual gun pickup system for greater immersion.
🛠 Survival & Progression Support
- Gun Smithing Table for weapon crafting and progression.
- Dedicated crafting materials and industrial resources.
- Copper, aluminum, steel, polymer, and gun-part production chains.
- Suitable for both survival progression and combat-focused servers.
📖 Built-In Documentation
- Optional Guide-API integration for the HMG Field Manual.
- In-game documentation and weapon guidance.
- Administrative tools for verifying manual registration and configuration status.
⚙ Extensive Configuration
- Server-side balancing controls.
- Adjustable recoil, ADS behavior, knockback, and projectile effects.
- Optional explosive block damage controls.
- Rendering, cartridge, pickup, and compatibility settings.
- Designed to support both realistic and arcade-style gameplay.
Compatibility
Handmade Guns Overdrive is designed to integrate with many popular Minecraft 1.7.10 combat and immersion mods.
Supported integrations and compatibility features include:
- MCHeli
- MCHeli Overdrive
- Real First Person 2
- Flan's Mod armor systems
- FMU+ armor assets
- Guide-API
- LittleMaidMobX compatibility hooks
Additional integrations may be provided through content packs and server-specific configurations.
Built for Minecraft 1.7.10
Handmade Guns Overdrive is actively maintained for Minecraft Forge 1.7.10 and continues to receive bug fixes, compatibility improvements, performance updates, and quality-of-life enhancements.
The project focuses on providing a stable and flexible firearms platform for players, server owners, modpack developers, and content creators who want complete control over their weapon systems.
Whether you're building a military server, faction-war experience, survival progression pack, or custom combat environment, HMG provides one of the most powerful and configurable firearm frameworks available for Minecraft 1.7.10.
Ченджлог
3.3.1Релиз1.7.10 · 24 августа 2026 г.
Changelog
Fix HMG recipe lifecycle and Ore Dictionary consistency (PR pending)
- Defer content-pack crafting, smelting, and Gun Smithing Table recipes until the initialization phase, after every mod has registered its pre-initialization ores.
- Build vanilla
ShapedOreRecipeand Gun Smithing Table recipes from one canonical normalized ingredient map so both accept the same Ore Dictionary members while NBT-bearing and non-Ore-Dictionary stacks remain exact. - Separate polymer and metal-block recipes from their pre-initialization item, block, and Ore Dictionary registration.
Audit HMG firearm sound levels (PR pending)
- Audit all parser-recognized unified-gun registrations in every HMG TXT pack and add or update rounded peak impulse
GunSoundLVdata where credible firearm or close-caliber measurements apply. - Keep every sound-level record parser-safe with both required numeric fields, preserve unused second values for restricted non-suppressor guns, and leave ambiguous identities, launch impulses, and non-fired weapons unresolved rather than inventing measurements.
/reloadsetonlyhelditem (PR pending)
- Add a player-only HMG command that selectively invalidates and reloads the model
resources and renderer for the currently held custom gun without running the
global
/reloadSettingspack scan. - Add per-resource invalidation to the HMG gun, OBJ, and MQO model caches while preserving their existing global-clear behavior.
Allow numbered attachment anchors on model branches (PR pending)
- Let multiple gun parts register the same numbered attachment slot so mutually exclusive animated model branches can each supply the installed attachment's live transform without changing per-render deduplication or fallback detection.
Fix optic-aware HandmadeGuns ADS magnification (PR pending)
- Resolve the held or placed gun's sight from attachment slot 1 and select the
matching base, red-dot, scope, or custom-sight
Zoommagnification safely. - Keep
HMGFovHandlerauthoritative for firearm ADS FOV changes while preserving the legacy zoom event handler's HUD, overlay, sensitivity, and rendering work.
Restrict attachments for the AWW2 gun pack (PR pending)
- Enable
attachRestrictionfor every gun definition in the AWW2 pack so each weapon accepts only its explicitly allowed attachments.
Fix attachment-pack legacy addNewRecipe shapes (PR pending)
- Fix the independent
HMGAddAttachmentlegacy parser missed by PR #153 / commit6bfd4fd5a90354b196f6ead74470323f22569b0esoItemAthroughItemIremain symbol definitions whileRecipe1throughRecipe3determine physical grid slots. - Register attachment and ammunition recipes in both vanilla shaped crafting and the Ammo category of the canonical Gun Smithing Table registry from the same shape.
- Resolve item-or-block symbols safely and reset all legacy recipe state after every registration attempt.
Fix legacy addNewRecipe Gun Smithing integration (PR pending)
- Keep legacy shaped recipes in vanilla crafting while registering the same output and positional 3x3 shape in the canonical Gun Smithing Table registry used by NEI.
- Resolve legacy item-or-block ingredients into one safe stack representation, log unresolved symbols, and reset all shape and ingredient state after each recipe.
- Categorize custom-magazine ammunition on the Ammo tab and firearm/default outputs on the Guns tab.
HMGO Armor-Piercing Bullet Penetration (PR pending)
- Allow armor-piercing projectiles to pass through intact collidable blocks whose Forge blast resistance is no greater than vanilla stone, while bounded repeated tracing still stops at stronger blocks and detects entities behind penetrations.
- Limit armor-piercing projectiles with damage 7 or lower to one confirmed block penetration and projectiles with damage above 7 to two confirmed penetrations.
- Apply 90% direct-hit damage until the projectile penetrates its first qualifying block, then use normal configured damage for the rest of that projectile's life.
- Apply 90% of configured gravity to armor-piercing projectiles without changing shared gun or magazine configuration.
Add interactive attachment GUI firearm preview controls (PR pending)
- Rotate the attachment GUI firearm preview with a left-button drag that begins in the preview area, without interfering with attachment or player inventory slots.
- Zoom the firearm and its installed attachments with the mouse wheel while the pointer is over the preview, with safe per-GUI zoom and pitch limits.
- Render the live attachment preview from a copied stack so viewing the model does not modify the held firearm or its NBT.
Display attachment names in firearm tooltips (PR pending)
- Resolve firearm attachment-whitelist identifiers to their localized, player-facing
item names in the
Valid attachmentstooltip, with the configured identifier as a fallback when an attachment is unavailable. - Document the distinction between stable
allowattachidentifiers and attachment display names for content-pack authors.
Fix HMG attachment GUI slot validation (PR pending)
- Require every attachment to match the established slot type: sight, support, muzzle, under-barrel, or special ammunition.
- Apply gun attachment whitelists as an additional compatibility restriction instead of allowing a whitelisted item to bypass its slot type.
- Restrict shift-click attachment destinations to the five exposed GUI slots while preserving the existing 54-entry NBT-backed inventory and slot numbers.
Add slot-aware ADS and gun-part attachment offsets (PR pending)
- Add
opticshift1throughopticshift5gun directives that combine live occupied-slot offsets with first-person ADS alignment and its transition without changing zeroing or elevation. - Add
moveifattachpresent1throughmoveifattachpresent5part directives that compose local movement with existing animation matrices, child hierarchies, and external attachment anchors. - Validate both directive families as three finite values and document their direct mapping to the existing attachment GUI/NBT slots.
Add close-range slug door breaching (PR pending)
- Add the per-ammunition
candoorbreachoption, disabled when omitted, and enable it for the bundled slug rounds. - Allow explicitly configured projectiles fired within three blocks to open directly impacted wooden doors while preserving iron doors and normal bullet collision behavior.
Fix external 3D attachment reload and render passes (PR pending)
- Rebuild existing external attachment item renderers, including numbered model and texture variants, after destructive model-cache invalidation during
/reloadSettings. - Match installed attachments to gun opaque/transparent alpha and depth pass semantics, isolate all changed GL state, and consistently use the selected numbered model and texture.
Hide gun parts when attachment slots are occupied (PR pending)
- Add
removeifattachpresent1throughremoveifattachpresent5gun-part directives, mapped directly to the existing attachment GUI/NBT slots. - Hide marked part geometry and its child subtree from live installed-item state while preserving animated external 3D attachment anchors on the same part.
- Document reversible, OR-based visibility behavior for legacy and external 3D attachments.
Support five independent external 3D attachment slots (PR pending)
- Add numbered model, texture, and gun-location keys for existing attachment inventory slots 1 through 5, retaining singular fallbacks and deterministic standalone rendering.
- Add independent
SetAttachmentAttach1throughSetAttachmentAttach5animated part anchors with first-anchor duplicate handling per slot. - Keep one cached item renderer per attachment while selecting the installed model, texture, location, and animated anchor from the actual NBT/GUI slot number.
Add animated gun-part anchors for 3D attachments
- Add the gun model-part directive
SetAttachmentAttachfor bothAddPartsandAddChildParts, makingattachmentlocationlocal to the selected part's live animation matrix. - Render model-based installed attachments once from the selected part, or once from gun-local space for packs without an anchor, rather than once per recursive child-part traversal.
- Keep the first configured anchor and warn about later duplicates without breaking affected content packs.
Configurable 3D attachment inventory transforms
- Add per-attachment
InventoryScaleand three-axisInventoryOffsetTXT controls for model-based inventory items, including finite-value validation and backwards-compatible defaults. - Keep installed attachment placement, dropped-item rendering, legacy models, and gun rendering independent from these inventory-only settings.
- Document both comma and assignment syntax and configure the sample attachment.
Fix one-use weapon consumption
- Fixed
isOneuse,trueweapons remaining as empty items after use. - Restored immediate one-use weapon consumption.
- Preserved manual reload behavior for normal player guns.
Correct ammunition ballistic override propagation
- Correct
CustomMagazineBlletSpread/BulletSpreadandbulletFuseoverrides so the exact loaded round supplies the projectile's base spread and fuse before it is consumed, including FIFO per-shellMultiMagazineguns. - Preserve normal ADS, diffusion, movement, and attachment spread modifiers without ratio or division behavior, and preserve explicit zero overrides.
Fix per-shell ballistic coefficient initialization regression
- Resolve and reset each content pack's
damageCofandspeedCofbefore attachment parsing, so per-shell ammunition overrides and guns use the same owning-pack scale without leaking values between packs. - Parse
damageCofandspeedCofindependently, preventing damage settings from falling through into speed settings, and restore the same pack context when live gun settings are reloaded.
Fix per-shell bullet stability precision
- Keep ammunition-defined bullet stability values as doubles from TXT parsing through the effective per-shot profile and spawned projectile, avoiding a lossy conversion from the native HMG ballistic type.
Add per-shell CustomMagazine ballistic overrides
CustomMagazineammunition may now override projectile power, speed, gravity, spread, pellet count, type/model, explosion and block damage, stability, damage range, knockback, bounce, resistance, acceleration, fuse, and water resistance. Omitted keys continue to inherit the gun TXT value; existingdamagemodifyandspeedmodifymultipliers are applied after absolute power/speed overrides.- Supported keys and aliases are
BulletPower,BulletSpeed,BulletGravity,BulletSpread/BlletSpread,ShotGun_Pellet/PerFireRound,BulletType,Explosion/Explosionlevel,BlockDestroy/Blockdestroy,BulletStability,damageRange,KnockBack/knockback,KnockBackY/knockbackY,CanBounce,BounceRate/bouncerate,BounceLimit/bouncelimit,Resistance/resistance,Acceleration/acceleration,AccelerationDelay/accelerationDelay,AccelerationFuse/accelerationFuse,Bulletmodel/BulletModelName,ResistanceInWater, andfuse/bulletFuse. MultiMagazineguns withPerShellReload,trueretain the actual shell stacks in their tube as a FIFO queue. Selecting a new shell affects future loading, not rounds already in the tube.
Example buckshot ammunition:
Name,12 gauge buckshot
Stack,64
BulletRound,1
BulletPower,5
BulletSpeed,4
BlletSpread,0.12
ShotGun_Pellet,9
CustomMagazine,12g_buckshot
Example slug projectile count:
Name,12 gauge slug
BulletRound,1
ShotGun_Pellet,1
CustomMagazine,12g_slug
Add fast TXT-only gun settings reload command
/reloadsettingscontinues to reload gun TXT settings and invalidate/reload changed 3D models for live model development.- Add
/reloadsettingsnomodelto reload gun TXT settings while retaining the currently loaded 3D models and their OBJ/MQO and GPU-resource caches.
Fix startup models while preserving live /reloadsettings refreshes
- Keep Forge's immediate resource-listener registration callback from releasing gun and vehicle models that were loaded and assigned during pre-initialization.
- Reserve destructive OBJ/MQO cache and GPU-resource invalidation for the explicit HMG and HMV settings reload paths, which immediately reparse packs and replace renderer model references.
- Preserve VBO and legacy display-list cleanup for repeated live model refreshes.
Restore live model reloads through /reloadsettings
- Invalidate the gun-maker, OBJ, and MQO model caches before re-reading pack settings so existing gun and vehicle render registrations receive freshly parsed model instances.
- Release obsolete OBJ VBOs and legacy OBJ/MQO OpenGL display lists on the client thread, keeping repeated developer reloads from leaking GPU resources.
- Reuse the existing settings reload and renderer replacement paths without recreating registered items or entities.
Fix CustomNPC+ held HMG gun orientation
- Scope the Forge render-helper workaround in all three HMG gun renderers so an
equipped gun omits the generic
BLOCK_3Dhelper only while a CustomNPC+ NPC is being rendered, while retaining its customEQUIPPEDrenderer and all other render-type support. - Prevent CustomNPC+ from applying its generic 3D-item transform before HMG's own non-player gun transform, which previously combined two incompatible transform systems and made aimed guns point sideways.
- Restore the original helper behavior for players and every non-CustomNPC entity, while preserving first-person, dropped-item, inventory, attachment, skin, reload, animation, LittleMaid, and configured gun transforms.
Fix gun Motion mouse sensitivity scaling
- Correct the previous sensitivity implementation, which incorrectly introduced a
second
Weightsystem, by deriving held-gun sensitivity from the existingMotionhandling value instead. - Scale the bundled packs' small Motion differences with a monotonic, bounded curve
while preserving normal sensitivity at
Motion,1.0and safe handling of invalid values. - Keep existing gun definitions compatible without content-pack migration and avoid registering the render-tick handler on both event buses.
Fix Gun Smithing Table NEI runtime-state lookup
- Gun Smithing Table NEI output lookup no longer compares mutable gun runtime NBT, so tooltip initialization, loaded magazines, fire modes, and attachments do not hide a gun's base recipe.
- Pressing
Ron guns and stateful ammunition now consistently resolves the correct table recipe, while real metadata variants and recipe-defined output NBT remain distinct and every matching recipe remains visible. - Isolate each NEI recipe and usage query to prevent an unsuccessful lookup from
retaining an unrelated prior result; registration continues to use the proven
MCHO
API.registerRecipeHandlerandAPI.registerUsageHandlerpattern.
Refactor HMG Ore Dictionary and NEI support
- Follow MCHO's Forge 1.7.10 recipe approach by automatically normalizing ordinary
Gun Smithing Table item inputs to their first valid Ore Dictionary entry while
preserving counts, explicit
ore:forms, wildcard metadata, and tagged stacks. - Add
exact:modid:item[:meta[:count]]for packs that intentionally require a specific registered item even when Forge associates it with an ore entry. - Register the client-only Gun Smithing Table recipe and usage handler through
NEI's supported
APImethods, with cycling ore alternatives sourced from the same canonical table recipes used by GUI and server crafting. - Keep Gun Smithing Table-only recipes outside vanilla crafting; NEI visibility reads directly from the table registry and requires no vanilla recipe copy.
Fix Gun Smithing Table recipe discovery in NEI
- Replaced the previous Gun Smithing Table NEI entry point because its class name did not satisfy NEI 1.7.10 plugin discovery and it therefore never registered the recipe and usage handler.
- Gun Smithing Table recipes now have direct, live NEI recipe and usage support, including exact/NBT stacks, Ore Dictionary alternatives, stack amounts, and every distinct gun and ammunition recipe.
- Gun Smithing Table-only content-pack recipes no longer need or receive duplicate vanilla crafting registrations merely to be visible in NEI.
Gun Smithing Table recipe system refactor and NEI integration fix
- Replace the split gun/ammunition lists and global crafting-recipe scan with one canonical, category-aware Gun Smithing Table recipe model and immutable queries.
- Make the GUI, server crafting transactions, pack loaders, and NEI recipe/usage lookups consume the same exact-stack and Ore Dictionary ingredient definitions.
- Keep every distinct duplicate-output recipe and expose both Guns and Ammo through
NEI's dedicated, localized
Gun Smithing Tablecategory without fake crafting recipes or name-based ammunition heuristics.
Tune gun weight mouse sensitivity diagnostics
- Retuned gun-weight mouse sensitivity for mass-like content-pack values, including a subtle effect for the default weight and a lower safety clamp for heavy weapons.
- Added disabled-by-default, held-gun-change diagnostics and a separate debug-only
forced
0.10multiplier for verifying the render-tick input hook without log spam. - Track whether a gun definition explicitly supplied
Weightso diagnostics identify guns silently using the parser default.
Fix Gun Smithing Table NEI integration
- Mirror both Gun Smithing Table pages in the custom NEI category: registered gun
recipes and the combined ammo recipes, including compatible recipes discovered
from Minecraft's
CraftingManager. - Match crafting-result and ingredient-usage lookups against the complete table recipe population while preserving Ore Dictionary alternative cycling.
- Suppress only exact cross-list recipe duplicates, retaining distinct recipes that happen to produce the same item.
Add model-based attachment rendering
- Add the optional comma-based
attach3dmodel,{model}attachment key while retaining the legacy icon and embedded gun-part paths when it is absent. - Add
attachmentlocation,x,y,z[,rotation]as a shared local gun-model anchor for every installed model attachment, with safe per-file numeric diagnostics. - Reuse cached HMG pack models, existing model textures, item renderer plumbing,
and the gun's existing
Itemsattachment NBT slots in inventory, first-person, third-person, entity, and placed-gun rendering paths.
Fix NEI 1.0.5.120 Gun Smithing compatibility
- Register Gun Smithing recipe and usage handlers through NEI 1.0.5.120's
GuiCraftingRecipe.craftinghandlersandGuiUsageRecipe.usagehandlerslists. - Remove recipe catalyst registration because NEI 1.0.5.120 does not provide the newer catalyst APIs; recipe and ingredient lookup remain available through NEI.
Add crafting-based gun skin removal
- Add a dynamic shapeless recipe that removes an applied gun skin when its gun is crafted with the same stable-ID skin item or with one dye.
- Accept vanilla dyes and modded dyes using standard Forge
dye*Ore Dictionary entries while rejecting different skins and unrelated extra ingredients. - Copy the complete gun stack and remove only the root
GunSkinNBT value so all ammunition, attachment, damage, naming, and firing state remains intact.
Fix Gun Smithing Table crafting and add NEI recipe support
- Deliver Gun Smithing Table outputs immediately from the server, drop only an insertion remainder, and explicitly synchronize the player and open containers.
- Serialize each inventory transaction so rapid requests cannot consume the same ingredients twice, and reject requests unless the smithing container is open.
- Add optional NEI integration with a dedicated Gun Smithing Table category, table catalyst, distinct duplicate-output recipes, and cycling ore alternatives.
- Compile against NEI's development API without packaging it as an HMG runtime dependency, and document recipe discovery for content-pack authors.
Gun weight mouse sensitivity
- Reduce first-person mouse sensitivity while a unified HMG gun is held, using the
gun definition's existing
Weightvalue and a clamped weight curve. - Combine gun-weight sensitivity with the existing ADS zoom adjustment for the same render camera update, then restore the user's exact configured sensitivity.
- Leave GUI input, unarmed/non-HMG input, placed guns, and vehicle cameras unchanged.
Fix M16A4 skinned transparent reticle group selection
- Associate the M16A4 red-dot reticle marker with its actual
mat4,mat4reticle, andmat4reticlePlateMQO object family instead of the nonexistentmat41family. - Make model-group discovery color- and depth-write-free so initialization can never turn a transparent reticle plate into an invisible depth occluder.
- Preserve the existing isolated gun-skin housing overlay and depth-tested, original-texture reticle pass.
Fix HMG transparent sight reticle rendering
- Isolate the reticle and stencil-plate pass from gun-skin OpenGL state, explicitly
restoring normal alpha blending and
GL_LEQUALdepth testing for both skinned and unskinned guns. - Keep reticle-plate generation stencil-only by disabling depth writes, then render the reticle against both that stencil and the existing opaque scene depth so gun bodies and optic housings occlude it without making transparent lenses opaque.
- Restore the renderer's incoming pass after rendering reticle children instead of leaving the shared pass selector set to the transparent pass.
Fix HMG sight housing gun skin rendering
- Apply universal gun skins to gun-owned iron-sight, red-dot, and scope housing parts even when their model definitions mark them as attachment parts, while continuing to exclude unrelated attachments, bullets, lights, lasers, and reticle/plate parts.
- Mask the overlay against the opaque base render with an exact depth comparison, so transparent and semi-transparent lens pixels remain on their original render path.
- Remove polygon offset from the overlay pass because the repeated geometry now uses the opaque pass's matching depth without writing new depth.
Fix universal HMG gun skins
- Replace target-pair recipe generation with one dynamic recipe accepting exactly one
HMGItem_Unified_Gunsstack and one valid skin in either grid order. - Preserve the complete input gun stack while setting or replacing only its
GunSkinNBT value, allowing loaded, damaged, attached, named, and previously skinned guns. - Remove the gun-name map, target matching, target warnings, and gun-specific AK47 and
PKM development skins; legacy
SkinTargetlines are parsed and deliberately ignored. - Resolve overlays solely from the skin ID on each rendered gun stack, keeping skins instance-local and universal across gun models while excluding attachment parts.
- Update the content-pack documentation and universal
ar_sample_skindefinition.
Fix HMG gun skin crafting with concrete recipes
- Track every final unified gun object by its pack-declared
GunName, including reused registered guns, and generate one exact-object crafting recipe for each valid gun/skin target pair during Forge initialization. - Preserve the input gun stack and all existing state while applying
GunSkin, and report recipe totals plus every unresolved target once during startup. - Document that skin crafting is resolved after pack loading without crafting-time Forge registry identifier lookups.
- Add development pack skin definitions for the real
AK47and newer-packPKMdeclarations so concrete recipe registration can be exercised beyondAR_sample.
Fix HMG gun skin crafting identity matching
- Match skin targets against each gun item's actual Forge unique identifier instead
of reverse-looking-up the target, with bare HMG
GunNametargets preferred and legacy fully-qualified targets retained. - Trim and reject empty target fields, validate skin targets once after pack loading, and document the canonical content-pack identifier format.
- Update the Addfixing sample to target
AR_sampleby its gun declaration identifier.
Fix the HMG gun skin pipeline
- Corrected the Addfixing sample so its inventory icon, exact
HandmadeGuns:AR_sampleregistry target, and model texture all resolve through existing pack resources. - Fixed the sample's root failure:
SkinTexturenamed an overlay PNG that was never included in Addfixing, so the loader disabled the overlay before rendering. - Moved missing-resource fallback to a cached client render-time check instead of storing client resource state on shared skin metadata.
- Standardized compatibility checks on exact Forge registry identifiers and kept texture-path construction common/server safe.
- Reset the legacy overlay pass color to white while retaining isolated blend, depth, and polygon-offset state.
- Resolve each exact
SkinTargetto its registered gunItemfor crafting and rendering compatibility, so damage and per-stack gun state never affect matching. - Restore the OpenGL current-color state after each transparent overlay pass.
Data-driven gun skins
- Added ordinary content-pack gun skin items with stable identifiers, cached overlay resources, and per-skin compatible gun registry identifiers.
- Added one generic shapeless skin application recipe that copies the gun and changes only its
GunSkinNBT value. - Added transparent base-model overlay rendering to the legacy and current unified gun renderers, with isolated fixed-function OpenGL state.
- Documented the skin pack keys, texture layout, crafting behavior, and an Addfixing attachment template.
3.3.0.11Релиз1.7.10 · 13 июля 2026 г.
3.2.8:
-Added ability to swap fire and ADS key
-Added per shell reloads for things like shotguns/single bullet weapo
3.2.9.1:
- Added an optional integration with Combatives, a separate movement and camera overhaul mod, enabling enhanced visual recoil effects with dynamic camera movement while preserving the standard recoil system when Combatives is not installed.
- Added a new recoil system with smoother recoil buildup, gradual recovery, and sustained crosshair climb, making automatic weapons feel more responsive and rewarding to control.
- Added new visual bullet impact effects to improve weapon feedback when rounds strike surfaces.
3.3.0.11:
Added 3d rendering compat for Back Tools with HMG guns.
3.2.7Релиз1.7.10 · 9 июня 2026 г.
HMG-Overdrive
Added an optional in-game HMG Field Manual using Guide-API.
Added guides covering weapons, parts, attachments, ammo, explosives, and weapon handling.
Added gun pack development and server configuration documentation.
Added troubleshooting and compatibility information.
Added localization support for handbook content.
Added config option to enable or disable handbook registration.
Added safe fallback behavior when Guide-API is not installed.
3.2.6Релиз1.7.10 · 8 июня 2026 г.
HMG-Overdrive Update Rendering & Performance
- Added VBO model rendering for OBJ-based HMG assets.
- Significantly reduces rendering overhead by moving model geometry to GPU-side buffers.
- Added automatic fallback to the legacy renderer when VBO rendering is unavailable or disabled.
- Added client-side VBO caching system to prevent unnecessary model recompilation.
- Improved rendering performance for guns, attachments, and other OBJ-based assets.
- Added automatic cleanup of cached model buffers during resource reloads.
- Preserved compatibility with existing animations, attachments, first-person rendering, MQO models, and Techne models.
- Added configuration option to enable or disable VBO rendering.
3.2.5Релиз1.7.10 · 6 июня 2026 г.
Memory, Stability & Rendering Improvements
Performance & Memory Optimizations
- Added improved model caching for OBJ and MQO assets.
- Reduced memory usage when loading large numbers of models.
- Improved cleanup of model data after rendering resources are generated.
- Reduced garbage collection pressure and improved long-session stability.
- Streamlined background model loading and reduced unnecessary thread overhead.
Model Loading Improvements
- Reworked OBJ loading for improved reliability and consistency.
- Improved handling of HMG and HMV model assets.
- Fixed several edge cases related to model loading and renderer compatibility.
- Improved stability when loading large numbers of custom models.
Rendering & Compatibility
- Improved compatibility with Angelica and other modern rendering setups.
- Reworked framebuffer handling for greater stability.
- Replaced legacy depth/stencil handling with a safer combined depth-stencil approach.
- Reticle rendering now automatically adapts when stencil buffers are unavailable.
- Fixed several rendering issues related to advanced framebuffer implementations.
- Improved overall rendering stability across heavily modded environments.
3.2.5Альфа1.7.10 · 6 июня 2026 г.
Memory & Rendering Improvements
Performance
- Reduced memory usage when loading large numbers of OBJ and MQO models.
- Added model caching to prevent duplicate model loading.
- Improved memory cleanup after models are compiled for rendering.
- Reduced garbage collection pressure and improved long-session stability.
- Streamlined background model loading.
Rendering
- Improved compatibility with Angelica and other modern rendering setups.
- Reworked framebuffer handling for greater stability.
- Fixed several depth/stencil rendering issues.
- Improved reticle rendering compatibility across different graphics configurations.
This update focuses on lower memory usage, improved stability, and better compatibility with modern rendering mods.
3.2.4Релиз1.7.10 · 4 июня 2026 г.
HMG Overdrive - Performance & Interaction Update
Performance
- Improved overall mod startup and content loading performance.
- Reduced redundant asset loading and initialization work.
- Optimized internal parsing and registration systems.
- Improved pack loading efficiency and reliability.
- Added load-time diagnostics for easier troubleshooting and profiling.
Manual Gun Pickup
- Added an optional manual pickup system for dropped HMG guns.
- Guns can now be configured to require a dedicated pickup key instead of being picked up automatically.
- Added a new configurable pickup keybind.
- Added configurable pickup range and line-of-sight requirements.
- Added options to restrict the system to HMG guns only.
Ground Gun Rendering
- Added an optional ground rendering mode for dropped guns.
- Dropped weapons can now be displayed in a more natural resting position.
- Fully client-side and configurable.
- Compatible with dedicated servers.
3.2.3Релиз1.7.10 · 4 июня 2026 г.
Legacy Weapon Renderer Compatibility
Fixed legacy weapons incorrectly falling back to the old rendering system.
Older guns such as shotguns, launchers, and other legacy models now use the modern weapon renderer.
Fixed missing attachments on certain older weapons.
Fixed animation issues affecting legacy weapon models.
Improved compatibility with older gun definitions and content packs.
Legacy weapons now display more consistently in first-person, third-person, and inventory views.
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