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Call to Battle-The WWII Mod[1.7.10]

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Beardielover
Level 66 : High Grandmaster Programmer
187
The servers official page is here, be sure to check it out! Join our -Discord-!





Enter the world of Call to Battle, a mod that sends you back to the times of the Second World War





Striving for a realistic infantry experience, Call to Battle presents detailed models and combat mechanics. Official maps and the future official server are based around historical, asymmetrical combat across all fronts of the war. Call to Battle brings back the nostalgic experience of America vs. Germany, as well as countries not observed by most conventional games.





Call to Battle has a wide variety of content, focusing mostly on firearms.


Nations
Call to Battle currently contains 4 Nations: United States, Germany, Britain, and the Soviet Union. Call to Battle's goal is to stretch across all fronts, and cover both big and small nations. Japan is in the works, followed by Italy, and then will come less known belligerents such as Poland, China, and Finland.


Weapons

Along with the over 40 firearms, Call to Battle includes other various combat weapons and attachments. Rocket Launchers, Flamethrowers, and other explosives make an appearance, as well as various melee weapons.


Attachments exist as well, so that you can customize your weapons with stocks, scopes, bayonets, and more! Some even allow your weapons to become select fire, bringing automatic fire capabilities!


Screenshots





Dual Wielding


Call to battle features a dual wielding system just for fun. It is harder to aim and get a control on recoil, but it sure is a lot of fun!



Screenshots



Clothing

Call to Battle has a variety of clothing for each nation. 3D Armor is in the works, an example being the M1 Helmet. When holding most items in the mod, the sleeves render in first person!


Screenshots





Game modes


Game modes are different playable game types, such as Assault, Engagement, Escort, Team Deathmatch, Arms Race, and more! For example, game modes like Assault have an attacking and defending team, the attackers have to capture all the bases while the defenders have to eliminate the attacking force.



These game modes can be played against AI or friends, and soon on the official server. Tutorials on how to set up these gamemodes are being put up on my youtube channel whenever I have time.








Call to Battle has immersive, in depth gameplay features that provide a realistic and challenging experience on the battlefield



Movement

Call to Battle offers different player stances, crouching and proning, to enhance your combat experience. Crouching boosts your weapon stability a bit as well as giving your enemies less body to shoot at. The only downside is you move quite a bit slower, and can't run. Proning causes you to have amazing weapon stability, and it makes it a lot harder for your enemies to hit you. You can't move fast at all though, nor use your rifle while crawling around the battlefield.


Weapon Functionality

Weapons have very realistic functionality. For example, when firing a revolver, you can cock the hammer for more accuracy, or pull the trigger. You can also fan revolvers, resulting in a very fast fire rate. Also, some sniper rifles have scopes that do not block out the iron sights. Such weapons allow you to use either the scope, or the ironsights! Many other functionality features exist or are being worked on.


Damage

The damage model in Call to Battle strives to be realistic. One shot to the head will kill you, unless a low-caliber firearm happens to bounce off your helmet. Damage also drops over distance, based off of the weapons caliber.

It takes two shots to the body to kill your target, unless you are able to hit your target in the heart. Getting shot in the heart doesn't kill you right away, you have a few seconds left to take your enemy with you. During this short period, time appears to slow, and the edges of your screen are red.

For those who want more casual gameplay, in-game configuration options exist in the form of commands.


Recoil

When firing a weapon, the energy produced causes the weapon to kick back. Weapons have varying recoil, based off of weapon weight, caliber, and whether the weapon has a stock. For example, a high caliber pistol will have a lot of recoil, due to the high caliber, being lightweight, and not having a stock. Weapons mostly recoil vertically, but have some horizontal recoil as well.


Accuracy

Each weapon has a different level of accuracy, based on caliber and reality. Bolt-Action rifles are the most accurate, while handguns are the least. When firing an automatic weapon, it is most accurate in the first few shots, and then becomes increasingly inaccurate. It is best to fire them in short bursts at medium-long ranges.



Bipods/Tripods

Some firearms, especially Light and Heavy Machine guns, come with bipods/tripods. Any gun with a bipod/tripod can be deployed onto a one tall block, or while proning for a major boost in stability. They can also be placed on the ground, for anyone to come and use.



Explosives

There are multiple types of explosives that have different tactical uses. Satchel Charges are used to reliably blow down bunker doors, destroy barbed wire, and other objects. They have a sizable fuse to allow time for you to escape, and can be remote detonated by shooting them.

Rocket Launchers are great for suppression, and can suffice for destroying objects as well.

Grenades can be used for clearing rooms, and cause enemy players to scatter. Some grenades explode into fragments, which may strike enemies around the room.


Melee

Along with a selection of melee weapons, you can smack enemies with your firearm, or stab them if it has a bayonet equipped. Melee weapons vary in size and speed, the width and length of the weapon actually affects the area at which you can hit enemies! Currently, there is only one type of attack, a normal swing, but in the future I plan to add more types of swings plus realistic blocking, allowing for intense melee combat.





Do you really love Call to Battle?

You can donate to show your support! Your donations will help to increase the capacity of the current server, or bring in a new server with different game modes! You decide! You can support me through Patreon, or donate through Paypal:





-Official Wiki-
-Twitter- Find out what is being worked on!
-Youtube- Call to Battle tutorials and update videos
-Discord- Public Call to Battle discord chat! Announcements regarding updates and official server will be posted here too!
-Server-The servers official page


FAQ-READ BEFORE SUGGESTING!
Click Here
Will you add <Insert Country Here>?
There's a good chance, if they fought a decent amount in the war. I.E. France, China, Poland

Will you add <Insert Weapon Here>?
If it's not some obscure, barely used weapon, it's already on my list. I extensively research World War Two, especially the firearms.

Are you planning on making <Insert Gun Mod Here>?
World War 2 is my favorite time period, read why on my Patreon. My main focus will always be Call to Battle-The WWII Mod, although, I may work on add-on mods from time to time.

A content pack system is almost ready so that the community can make their own weapons, uniforms, and more, though.

Are you planning on making Tanks or Planes?


At the moment, it is a definite no. It may change in the FAR future, but the main focus of this mod is infantry. Trying to make Tanks or planes would distract from the main purpose of the mod, and would stretch me across trying to make 2 things great, decreasing the quality of both. As a solo dev, this would never work out, it would only serve to ruin my vision. I am looking to make compatibility with PrototypeTheta's vehicles though

Will you update to <Insert Version Here>?
One Hundred Percent...... Nope. Nothing will change my mind for this one. 1.7.10 the most popular version for mods, making no convincing reason to update. If that's not reason enough, Forge decided to go ahead and remove extremely vital API, asking questions later.

Sorry, this mod will stay 1.7.10. Most other mods are staying 1.7.10 for these very reasons. If you have any problem with this, go talk to the Forge Devs about it.

Are you adding Artillery, or <Insert Long Range Projectile Launcher Here>
In way, yes. Actual physical artillery would take forever to add, and minecrafts distance limit would certainly limit the effectiveness. Instead I am simply going to make it so that NCOs can call in artillery, and it lands at the designated location. You will be able to choose from many different types, such as Mortars, Katyushas, etc.

Will you make the Armor 3D????
I get asked this often, good news is that it is in the works! Some progress has been made already!


Terms of use(#StopModReposts):
I am the owner of this mod. You are not allowed to profit in this mod in any way. You may not re-upload this mod. You may not have a link that leads to this page or the mods download that allows you to profit.(I.E. Through the use of adf.ly) You may record videos with this mod as long as you have a non monetized link in the description.


Progress: 100% Complete
Game Version:Minecraft 1.7.10
Tags:New Content
Credit:Thanks to all my beta testers!

Note: Showing last 25 of 51 logs.

Update 1.5.1 : 04/27/2017 3:05:50 pm4/27/17

-Added Metal Ladders

-Added Basic Team-Only Chat

-Added slight shaking for ironsights
-Added better revolver firing system
-Added option for player to move faster

Bug Fixes:
CTB#141: Syncing issues for shaking
CTB#142: Invisible bots in menus and behind glass.

Update 1.5.0 : 04/22/2017 8:30:46 pm4/22/17

-Revamped recoil system

-You now start with a round in the chamber for closed bolt weapons
-Fire animations now are client based

Bug Fixes:
CTB#137: Barrage time does not reset after match
CTB#138: Render glitch when debug menu is on
CTB#139: Bolt animations do not sync with server
CTB#140: Choosing bullets makes you not start with the gun loaded

Update 1.4.9 : 04/21/2017 9:22:21 pm4/21/17

-Added the ability to call in Artillery
-Updated the Enfield No.2 Mk.I* Model(Revovler)
-The Enfield Revolver is now double action only, with a faster double action trigger pull than the other revolvers
-Increased the Webley size

Update 1.4.8 : 04/20/2017 6:09:58 pm4/20/17

-Map can set to randomly be night or day
-Auto bolting now starts bolting as soon as you let go of the mouse
-Added ability to set explosion layer for maps that can be destroyed by explosions
-Bullets damage decrease by half after going through a mob
-Creative Mode Players are no longer affected by map voting
-You can now set the area at which you capture a base from

Bug Fixes:
CTB#133: Bots are insistent on taking paths with ladders
CTB#134: All missed shots from bots suppress you
CTB#135: Choosing bullets as ammo gives you one in the gun to start with
CTB#136: Flamethrower tank is invisible

Update 1.4.7 : 04/20/2017 12:35:59 am4/20/17

-Mosin Carbine bolts much faster
-Reduce Mosin Carbine Recoil
-Updated Webley Model
-Swapped to auto bolt system with some changes, you won't bolt until you let go of left click

Bug Fixes:
CTB#129: Bots continue to try to get to MG after it's taken
CTB#130: All guns have bullet drop of PPSh
CTB#131: Can't change base name
CTB#132: Revolvers are completely messed up in many ways

Update 1.4.6 : 04/17/2017 9:57:58 pm4/17/17

-Updated Sten Model

-Added Soviet F1 Grenade
-Sleeves now render when holding grenades

Bug Fixes:
CTB#128: Melee weapons and grenades still disappear when F1 is pressed

Patch 4/14/17 : 04/15/2017 1:50:13 am4/15/17

Bug Fixes:
CTB#126: Random Shaking
CTB#127: Spawnpoints in Assault are mismatched

The Ordering Update : 04/14/2017 9:20:12 pm4/14/17

-Converted requires system to a layer system for bases
-Added a low health effect
-Fixed some bugs in the engagement gamemode

Bug Fixes:
CTB#125: Crosshair shows up in debug mode with a gun

The Rework Update : 04/11/2017 9:47:35 pm4/11/17

-Completely revamped Damage Dropoff and Penetration
-Decreased sound dropoff
-Bots no longer keep trying to get on an occupied machine gun
-Bots now render much farther away

Bug Fixes:
CTB#118: Sandbags don't render outside scoped view
CTB#119: Bots stand aimlessly when targeting a far away enemy
CTB#120: Bunker Doors do not replace properly
CTB#121: Bar sound is messed up for reduced auto
CTB#122: Rocket Launchers occasionally face sideways in first person
CTB#123: Bots can shoot you through hedgehogs
CTB#124: Bots do not properly open bunker doors

Patch 4/6/17 : 04/06/2017 3:59:53 pm4/06/17

-Bots can now go through one way blocks

Bug Fixes:
CTB#114: Clicking the top of a bunker door messes it up
CTB#115: Render errors if bot holds a bazooka
CTB#116: Bots aren't cleared on game end
CTB#117: Bunker doors aren't reset at the end of a round

The Bot Update : 04/05/2017 9:35:21 pm4/05/17

-Reworked Bots from the ground up

Bug Fixes:
CTB#108: Sandbag particles have missing texture
CTB#109: Sandbags can be shot through
CTB#110: The hitbox on the top of hedgehogs can be shot through
CTB#111: Tinted glass can't be shot through
CTB#112: Can't go back and select the class you already are
CTB#113: Clicking fast enough will allow you to shoot twice with bolt action rifles

Animation Update : 04/01/2017 10:43:27 pm4/01/17

-Added Animations for switching to prone in both first person and third person, as well as animations for switching weapons.
-Russian Armor is now 3D
-Reworked bullet penetration

Bug Fixes:
CTB#105: Crash on selecting the class you already are
CTB#106: Sensitivity gets set to 100% on coming out of sight view
CTB#107: Deaths were not syncing to client

Patch 3/27/17 : 03/27/2017 11:49:31 pm3/27/17

-Added a few new decoration blocks

Bug Fixes:

CTB#104: Class is automatically set to index 0 constantly

Patch 3/26/17 : 03/26/2017 10:53:29 pm3/26/17

-If supply cost for an item is 0 it now does not show up

Bug Fixes:

CTB#95: Invalid Tile Entities causing lag
CTB#96: Team damage worked for rockets and flamethrowers
CTB#97: Fixed random kick
CTB#98:Fixed random crash
CTB#99: Side join limit is not working
CTB#100: Amount of people in one class does not display
CTB#101: Gun volume only applied to other players
CTB#102: Client Syncing errors
CTB#103: Could not break Machine Guns in creative mode

Patch 3/24/17 : 03/25/2017 1:24:55 am3/25/17

Bug Fixes:
CTB#92: Tile Entities cause extreme lag
CTB#93: Blocks do not reset after match
CTB#94: Fixed OpenGL crash

Patch 3/22/17 : 03/23/2017 11:42:29 am3/23/17

-Grenade Physics are more realistic

Bug Fixes:
CTB#88: Crash on attempting to break block
CTB#89: Render Glitch when looking at invisible player
CTB#90: Unable to place MGs
CTB#91: Fixed randomly occuring crash

Patch 3/21/17 : 03/21/2017 3:05:46 pm3/21/17

Bug Fixes:
CTB#85: Tile Entities are not affected by fog
CTB#86: Placing Bases on a server fails
CTB#87: Fixed a security issue with dev items

The Server Update : 03/21/2017 2:11:33 am3/21/17

-Added an end round screen with map voting
-Added the ability to save and load map presets
-All ww2 commands are now limited to players with "op" for security
-You can now right click to get off an MG in addition to the other way

-German Armor now has a 3D model
-Added ZF-39 Scope
-Updated ZF-42 Scope Model
-Added ability to add fog to maps
Bug Fixes:
CTB#80: Fancy Scopes don't adjust to proning
CTB#81: Headwear floats above character when crouching
CTB#82: Pressing "Q" while mounted allows for duplicating MGs
CTB#83: Pressing "B" while proned returns you to normal speed
CTB#84: In third person while mounted on an mg, you appear to be running

The Visual Update : 03/09/2017 5:06:31 pm3/09/17

-Updated Gewehr 43 Model
-Updated M1 Carbine Model
-Updated M2 Carbine Model
-Updated Kar98 Model
-Updated C96 Model
-Updated M712 Schnellfeuer Model
-Updated Bren Model
-Updated M1 Knife Model
-Added Models for all U.S. Clothing
-Improved some gun textures
-Improved grenade physics
-Garand can now reload mid-clip
-Added suppression effect
-Revamped Kar98 bolting animation(Will apply to other guns soon)
-Added spawn items for specific soldier types
-Improved bot AI a bit
-Made Crafting Station a bit cheaper and fixed some recipes
-Hide Gui(F1) now doesn't hide your gun for better screenshots/more immersion
-Optimized custom tile entities
-Fancy Scopes should now work with any type of graphics card

Bug Fixes:
CTB#69: Fancy Scopes freeze the game
CTB#70: Scope Attachments cause texture clipping for mud & blood
CTB#71: Closing the CTB menu causes a crash
CTB#72: Some people crash on loading world
CTB#73: Reloading a open bolt weapon gives an empty magazine even if you have plenty of rounds left
CTB#74: MG Belts don't appear in crafting menu
CTB#75: Gun flash doesn't appear
CTB#76: Dual Wielding doesn't show in third person for other players
CTB#77: Shooting yourself doesn't show in third person for other players
CTB#78: Render Glitches when bots are zombies
CTB#79: Garand is not dropping clips when empty

Patch 1/22/17 : 01/23/2017 12:03:20 am1/23/17

-Possibly fixed freezing issue with scopes
-Fixed issue where bases could cause game mode code to execute

Patch 1/16/17 : 01/16/2017 3:00:23 pm1/16/17

-Garand can now reload mid-clip


Bug Fixes:
CTB#67: Classes and Bases duplicate themselves
CTB#68: Can't set supply cost of class items

The Dual Wield Update : 01/16/2017 12:05:31 am1/16/17

-Added Dual Wielding! Press F to toggle it on/off. Having two pistols right next to eachother on your hotbar will result in you dual wielding them!

Bug Fixes

CTB#65: Classes get deleted on respawn
CTB#66: Bases occasionally get deleted on world reload

The Recoil Update : 01/14/2017 2:21:15 pm1/14/17

-Completely revamped recoil system
-Removed screen recoil compensation, more skill is now required
-Added option to have gui scopes instead of the resource taxing scopes
-The back of the PPSh is now more rounded
-Added warzone dirt and grass for aesthetics

Bug Fixes
CTB#60: Server crashes on startup
CTB#61: Advanced OpenGL causes world to glitch when using a scope
CTB#62: Items don't drop, and are lost even if keep inventory is on
CTB#63: Stielhandgranate has missing texture
CTB#64: Base menu randomly crashes

Patch 1/10/17 : 01/10/2017 6:09:48 pm1/10/17

Bug Fixes
CTB#54: Crash for older versions of OpenGL
CTB#55: Render Glitches when bots are zombies
CTB#56: Can't choose side in Team Deathmatch
CTB#57: Classes saving/loading only loads guns
CTB#58: Scope rendering takes a while to sync
CTB#59: Bazooka sight is mismapped

Gamemode Update : 01/07/2017 4:43:32 pm1/07/17

This update contains major changes for the various gamemodes, many fixes, and more! Full change log is below! Tutorials on how to set up the various gamemodes, and a showcase of how new features work are coming soon on my channel!


General Changes
-Call to Battle Keybinds use seperate thread to avoid conflicts with other mods, and have their own special menu
-Melee button can be held down to hold your weapon back, allowing for a bayonet charge
-Scopes now have more realistic rendering
-You no longer recieve a loadout if there is no game mode

Game Mode Changes
-Added Map Bounds feature /ww2Gamerule mapBounds <size> Going more than 15 blocks out of the bounds results in death.
-Classes can now have a limit to how many people choose them
-Players are automatically moved to the lobby spawn on joining, and the choose side UI will open
-Ability to set how many reinforcements bases are worth, losing a base will cause you to lose reinforcements, and vice versa.
-Added option for the fixed MGs to be able to reload without ammo /ww2Gamerule infiniteMGs true
-After every match, glass and other destructible blocks reset
-Base progress now shows through blocks
-Instead of a percentage, a fancy icon now shows for base progress
-Bases now have multiple spawns to choose from
-Choose Side screen completely remade
-Select Class screen completely remade and is very fancy now
-Loadout screen is very fancy now

New Items
-Added Wire Cutters
-Added Bunker Doors that can only be opened from one side
-Added Satchel Charges that can blow up certain blocks such as bunker doors, barbed wire, etc.
-Added Invisible One Way blocks for spawn protection
-Added Sandbags
-Added 50 Round Mag for MG-42
-Added Heavy Bolt attachment for MG-42
-Added 10 Round Mag for M712
-Added 40 Round Mag for M712
-Most tile entities now use render lists so they can be rendered far away without lag

Bug Fixes:
CTB#39: Mounting MG/Deploying bipod messes with player yaw
CTB#40: More than 4 bases leads to issues, they sometimes get deleted
CTB#41: Bounce sound is playing outside of the hitbox of non-full blocks.
CTB#42: Dying on MGs results in a crash
CTB#43: Held grenade is thrown on interacting with blocks
CTB#44: Gun Flash appears on bots and other players guns when you fire
CTB#45: Gun Flash glitches when next to blocks
CTB#46: Water is invisible behind scopes
CTB#47: Killing an AI Soldier counts as two kills
CTB#48: Interacting with bases causes kick from server
CTB#49: Opening loadout menu crashes servers
CTB#50: Attacking Spawnpoint does not save
CTB#51: Spamming Semi Auto guns on a server can result in -1 Ammo in the gun
CTB#52: Joining a game such as Assault in survival puts you at a random place high in the air the first time you spawn
CTB#53: Rocket Launchers do not fire any projectiles

Comments : 1,387

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  • DogeGamer3
  • Level 1
  • New Explorer
  • April 28, 2017, 5:24 am
Cool! Now i can roleplay call of duty WWII.
Just checked your mod, it's so awesome! I've created an acount just to give you a diamond :v

Small question: You mentioned PrototypeTheta and his vehicle physics for Flan's. What's is those physics exactly? Like you can step on the vehicles? Do you have any suggestions for vehicle mods with those physics (battleships mod would be great)
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 27, 2017, 6:45 am
Yeah, and his tank driving physics are great. He also has battleships that you can step on, which is amazing.
On Monorisu Film youtube channel, there are lots of similar "physics included" vehicle mod, but I don't seem to find them anywhere either. Imagine vehicle collision physics come true, we can finally have an workable aircraft carrier, and it's just purely awesome for server TDM :v
Oh yes, you can step on any vehicles, the turret turn slower (not just rapidly follow the cursor), but I can't find his mod anywhere. On his dev blog he said there will be new mod release. Do you know where's his mod?
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 28, 2017, 6:22 am
He kinda took over Flan's mod, so I believe you just download Flan's to get his physics.
  • yumilk0414
  • Level 1
  • New Miner
  • April 25, 2017, 3:12 am
make the arms pls
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 25, 2017, 7:29 am
.....? What....?
  • yumilk0414
  • Level 1
  • New Miner
  • April 25, 2017, 9:10 pm
My English is very poor
  • yumilk0414
  • Level 1
  • New Miner
  • April 25, 2017, 9:07 pm
ban m to choose team
  • yumilk0414
  • Level 1
  • New Miner
  • April 25, 2017, 9:02 pm
different arms and more camps ​
  • yumilk0414
  • Level 1
  • New Miner
  • April 25, 2017, 9:09 pm
one camp have another camp no s weapon
  • yumilk0414
  • Level 1
  • New Miner
  • April 25, 2017, 9:09 pm
arm of the services
  • dogman3000
  • Level 1
  • New Miner
  • April 24, 2017, 2:02 am
More melee weapons!!!!!
  • mak9907
  • Level 1
  • New Miner
  • April 22, 2017, 4:51 am
what are the comander to make role on the game?
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 22, 2017, 7:02 am
Gives them binoculars, too.
  • mak9907
  • Level 1
  • New Miner
  • April 22, 2017, 9:12 pm
how to unmark the lobby
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 22, 2017, 9:19 pm
It can currently only be moved, not unmarked
  • mak9907
  • Level 1
  • New Miner
  • April 22, 2017, 9:28 pm
dam so lag that lobby what is i reset the map?
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 22, 2017, 10:19 pm
The lobby causes lag? Either way, to turn the gamemode of do /ww2Gamerule gameType none
  • mak9907
  • Level 1
  • New Miner
  • April 22, 2017, 11:53 pm
and how to make the map dont have bots?



sorry i am tryn to do sever mis disculpas
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 23, 2017, 6:52 am
/ww2Gamerule allyBotCount 0

/ww2Gamerule axisBotCount 0

/difficulty p
/difficulty h
  • MrCreepMan
  • Level 56
  • Grandmaster Soldier
  • April 22, 2017, 12:10 am
Guide on how to use the artillery:
1. You have to choose a side first with default key 'M' and choose either axis or ally.
2. Get a binocular from creative tab
3. Zoom in with a binocular (Right mouse click)
4. Apply your crosshair at the target area you want to call in artillery strikes
5. Left mouse click to confirm artillery strike zone
6. Have fun

Be aware that:
*It takes some time about two minutes to reuse the artillery
*You have to select the target area within 100 blocks away --> this will increase eventually
*You can destroy the terrain by enabling blockDestruction

Thanks everyone.
  • Cryx
  • Level 1
  • New Miner
  • April 23, 2017, 9:22 pm
How do you enabke blockDesctruction?
  • MrCreepMan
  • Level 56
  • Grandmaster Soldier
  • April 24, 2017, 7:16 am
/ww2Gamerule blockDestruction true/false
Something that I found which may not be a very important thing to add, but in the British army in the WW2 there was a gun called "PIAT" the anti-tank weapon they used pretty much, and I just wonder if there is any possibility that you can add this weapon to the mod?
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 21, 2017, 7:55 am
As the FAQ states:

Will you add <Insert Weapon Here>?
If it's not some obscure, barely used weapon, it's already on my list. I extensively research World War Two, especially the firearms.

So yeah, it's already planned for the future
Alright
  • kurt0324
  • Level 1
  • New Explorer
  • April 20, 2017, 11:45 pm
Can you add the flare gun ?
  • pickaxeman
  • Level 1
  • New Miner
  • April 20, 2017, 9:18 pm
I really like the updates you have done for the gun models. Can you please do some more :)
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 20, 2017, 10:19 pm
What, you think I'm stopping here? XD I plan to update every gun
  • Sonixc
  • Level 1
  • New Network
  • April 20, 2017, 5:20 pm
Hi I just wanted to say,
This is so cool, I can see how this mode has been updated and changed, and it just keept getting better.
In a good way, I almost feel like this mod is turning minecraft into a different game! I just think that this is really cool, and well made.
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 20, 2017, 7:17 pm
I'm glad to hear you say it! It truly is meant to turn minecraft into a different game, combined with the server especially =D
cant you add tank
  • MrCreepMan
  • Level 56
  • Grandmaster Soldier
  • April 22, 2017, 12:05 am
can you read the FAQ. Thanks
ok
  • SGT D3V1L
  • Level 1
  • New Explorer
  • April 19, 2017, 6:21 pm
Question, If the SG-43 or Maxim M1910 are added to the mod, how would it be transported in battle?
They both are extremely heavy and difficult to carry around (and no average man on earth could carry a Maxim), so would it be pushed in a "vehicle" like manner, or will it be placed stationary on a map?
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 19, 2017, 6:25 pm
Well, when it's time to add it, then I will decide all that. For now I have a long list of things to do first.
  • jjles88
  • Level 1
  • New Miner
  • April 19, 2017, 5:42 am
Dear Creator. I am having an issue with using this mod with forge 1.7.10. The issue is that every time I attempt to load a new world or join your server the game crashes. Could you give me some advice on this, please?

Yours Sincerely,

jjles88
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 19, 2017, 7:33 am
Hey, I will need a crash report so that I can fix your issue. Also, do you have the latest version of the mod?
  • jjles88
  • Level 1
  • New Miner
  • April 23, 2017, 10:15 am
Hey, thanks for getting back to me so quickly. I am using the latest version of the mod. here is the output log as I couldn't access the crash report.

Thanks again,

jjles88


[table]
[tbody]
[tr]
[td]19:10:51[/td]
[td]launcher[/td]
[td]Preparing to launch minecraft client for 1.7.10-Forge10.13.4.1558-1.7.10[/td]
[/tr]
[tr]
[td]19:10:55[/td]
[td]launcher[/td]
[td]Couldn't get hash for net/minecraftforge/forge/1.7.10-10.13.4.1558-1.7.10/forge-1.7.10-10.13.4.1558-1.7.10.jar from http://files.minecraftforge.net/maven/net/minecraftforge/forge/1.7.10-10.13.4.1558-1.7.10/forge-1.7.10-10.13.4.1558-1.7.10.jar.sha1: HTTP 404: Not Found[/td]
[/tr]
[tr]
[td]19:10:55[/td]
[td]launcher[/td]
[td]Have local file C:/Users\Jack Leslie\AppData\Roaming\.minecraft\libraries\net/minecraftforge/forge/1.7.10-10.13.4.1558-1.7.10/forge-1.7.10-10.13.4.1558-1.7.10.jar but don't know what size or hash it should be. Have to assume it's good.[/td]
[/tr]
[tr]
[td]19:10:56[/td]
[td]launcher[/td]
[td]Couldn't get hash for org/scala-lang/plugins/scala-continuations-plugin_2.11.1/1.0.2/scala-continuations-plugin_2.11.1-1.0.2.jar from http://files.minecraftforge.net/maven/org/scala-lang/plugins/scala-continuations-plugin_2.11.1/1.0.2/scala-continuations-plugin_2.11.1-1.0.2.jar.sha1: HTTP 404: Not Found[/td]
[/tr]
[tr]
[td]19:10:56[/td]
[td]launcher[/td]
[td]Couldn't get hash for com/typesafe/akka/akka-actor_2.11/2.3.3/akka-actor_2.11-2.3.3.jar from http://files.minecraftforge.net/maven/com/typesafe/akka/akka-actor_2.11/2.3.3/akka-actor_2.11-2.3.3.jar.sha1: HTTP 404: Not Found[/td]
[/tr]
[tr]
[td]19:10:56[/td]
[td]launcher[/td]
[td]Have local file C:/Users\Jack Leslie\AppData\Roaming\.minecraft\libraries\com/typesafe/akka/akka-actor_2.11/2.3.3/akka-actor_2.11-2.3.3.jar but don't know what size or hash it should be. Have to assume it's good.[/td]
[/tr]
[tr]
[td]19:10:56[/td]
[td]launcher[/td]
[td]Couldn't get hash for com/typesafe/config/1.2.1/config-1.2.1.jar from http://files.minecraftforge.net/maven/com/typesafe/config/1.2.1/config-1.2.1.jar.sha1: HTTP 404: Not Found[/td]
[/tr]
[tr]
[td]19:10:56[/td]
[td]launcher[/td]
[td]Have local file C:/Users\Jack Leslie\AppData\Roaming\.minecraft\libraries\com/typesafe/config/1.2.1/config-1.2.1.jar but don't know what size or hash it should be. Have to assume it's good.[/td]
[/tr]
[tr]
[td]19:10:56[/td]
[td]launcher[/td]
[td]Couldn't get hash for org/scala-lang/scala-actors-migration_2.11/1.1.0/scala-actors-migration_2.11-1.1.0.jar from http://files.minecraftforge.net/maven/org/scala-lang/scala-actors-migration_2.11/1.1.0/scala-actors-migration_2.11-1.1.0.jar.sha1: HTTP 404: Not Found[/td]
[/tr]
[tr]
[td]19:10:56[/td]
[td]launcher[/td]
[td]Have local file C:/Users\Jack Leslie\AppData\Roaming\.minecraft\libraries\org/scala-lang/scala-actors-migration_2.11/1.1.0/scala-actors-migration_2.11-1.1.0.jar but don't know what size or hash it should be. Have to assume it's good.[/td]
[/tr]
[tr]
[td]19:10:56[/td]
[td]launcher[/td]
[td]Couldn't get hash for org/scala-lang/scala-compiler/2.11.1/scala-compiler-2.11.1.jar from http://files.minecraftforge.net/maven/org/scala-lang/scala-compiler/2.11.1/scala-compiler-2.11.1.jar.sha1: HTTP 404: Not Found[/td]
[/tr]
[tr]
[td]19:10:56[/td]
[td]launcher[/td]
[td]Have local file C:/Users\Jack Leslie\AppData\Roaming\.minecraft\libraries\org/scala-lang/scala-compiler/2.11.1/scala-compiler-2.11.1.jar but don't know what size or hash it should be. Have to assume it's good.[/td]
[/tr]
[tr]
[td]19:10:56[/td]
[td]launcher[/td]
[td]Couldn't get hash for org/scala-lang/plugins/scala-continuations-library_2.11/1.0.2/scala-continuations-library_2.11-1.0.2.jar from http://files.minecraftforge.net/maven/org/scala-lang/plugins/scala-continuations-library_2.11/1.0.2/scala-continuations-library_2.11-1.0.2.jar.sha1: HTTP 404: Not Found[/td]
[/tr]
[tr]
[td]19:10:56[/td]
[td]launcher[/td]
[td]Have local file C:/Users\Jack Leslie\AppData\Roaming\.minecraft\libraries\org/scala-lang/plugins/scala-continuations-library_2.11/1.0.2/scala-continuations-library_2.11-1.0.2.jar but don't know what size or hash it should be. Have to assume it's good.[/td]
[/tr]
[tr]
[td]19:10:56[/td]
[td]launcher[/td]
[td]Have local file C:/Users\Jack Leslie\AppData\Roaming\.minecraft\libraries\org/scala-lang/plugins/scala-continuations-plugin_2.11.1/1.0.2/scala-continuations-plugin_2.11.1-1.0.2.jar but don't know what size or hash it should be. Have to assume it's good.[/td]
[/tr]
[tr]
[td]19:10:57[/td]
[td]launcher[/td]
[td]Couldn't get hash for org/scala-lang/scala-library/2.11.1/scala-library-2.11.1.jar from http://files.minecraftforge.net/maven/org/scala-lang/scala-library/2.11.1/scala-library-2.11.1.jar.sha1: HTTP 404: Not Found[/td]
[/tr]
[tr]
[td]19:10:57[/td]
[td]launcher[/td]
[td]Have local file C:/Users\Jack Leslie\AppData\Roaming\.minecraft\libraries\org/scala-lang/scala-library/2.11.1/scala-library-2.11.1.jar but don't know what size or hash it should be. Have to assume it's good.[/td]
[/tr]
[tr]
[td]19:10:57[/td]
[td]launcher[/td]
[td]Couldn't get hash for org/scala-lang/scala-parser-combinators_2.11/1.0.1/scala-parser-combinators_2.11-1.0.1.jar from http://files.minecraftforge.net/maven/org/scala-lang/scala-parser-combinators_2.11/1.0.1/scala-parser-combinators_2.11-1.0.1.jar.sha1: HTTP 404: Not Found[/td]
[/tr]
[tr]
[td]19:10:57[/td]
[td]launcher[/td]
[td]Have local file C:/Users\Jack Leslie\AppData\Roaming\.minecraft\libraries\org/scala-lang/scala-parser-combinators_2.11/1.0.1/scala-parser-combinators_2.11-1.0.1.jar but don't know what size or hash it should be. Have to assume it's good.[/td]
[/tr]
[tr]
[td]19:10:57[/td]
[td]launcher[/td]
[td]Couldn't get hash for org/scala-lang/scala-reflect/2.11.1/scala-reflect-2.11.1.jar from http://files.minecraftforge.net/maven/org/scala-lang/scala-reflect/2.11.1/scala-reflect-2.11.1.jar.sha1: HTTP 404: Not Found[/td]
[/tr]
[tr]
[td]19:10:57[/td]
[td]launcher[/td]
[td]Have local file C:/Users\Jack Leslie\AppData\Roaming\.minecraft\libraries\org/scala-lang/scala-reflect/2.11.1/scala-reflect-2.11.1.jar but don't know what size or hash it should be. Have to assume it's good.[/td]
[/tr]
[tr]
[td]19:10:57[/td]
[td]launcher[/td]
[td]Couldn't get hash for org/scala-lang/scala-swing_2.11/1.0.1/scala-swing_2.11-1.0.1.jar from http://files.minecraftforge.net/maven/org/scala-lang/scala-swing_2.11/1.0.1/scala-swing_2.11-1.0.1.jar.sha1: HTTP 404: Not Found[/td]
[/tr]
[tr]
[td]19:10:57[/td]
[td]launcher[/td]
[td]Have local file C:/Users\Jack Leslie\AppData\Roaming\.minecraft\libraries\org/scala-lang/scala-swing_2.11/1.0.1/scala-swing_2.11-1.0.1.jar but don't know what size or hash it should be. Have to assume it's good.[/td]
[/tr]
[tr]
[td]19:10:57[/td]
[td]launcher[/td]
[td]Couldn't get hash for org/scala-lang/scala-xml_2.11/1.0.2/scala-xml_2.11-1.0.2.jar from http://files.minecraftforge.net/maven/org/scala-lang/scala-xml_2.11/1.0.2/scala-xml_2.11-1.0.2.jar.sha1: HTTP 404: Not Found[/td]
[/tr]
[tr]
[td]19:10:57[/td]
[td]launcher[/td]
[td]Have local file C:/Users\Jack Leslie\AppData\Roaming\.minecraft\libraries\org/scala-lang/scala-xml_2.11/1.0.2/scala-xml_2.11-1.0.2.jar but don't know what size or hash it should be. Have to assume it's good.[/td]
[/tr]
[tr]
[td]19:10:58[/td]
[td]launcher[/td]
[td]Checking installations.[/td]
[/tr]
[tr]
[td]19:10:58[/td]
[td]launcher[/td]
[td]Minecraft client 1.7.10-Forge10.13.4.1558-1.7.10 requires 18446744073706554130 bytes to download.[/td]
[/tr]
[tr]
[td]19:10:58[/td]
[td]launcher[/td]
[td]Starting![/td]
[/tr]
[tr]
[td]19:10:59[/td]
[td]launcher[/td]
[td]Using default game log configuration client-1.7.xml (outputs XML)[/td]
[/tr]
[tr]
[td]19:11:01[/td]
[td]LaunchWrapper[/td]
[td]Loading tweak class name cpw.mods.fml.common.launcher.FMLTweaker[/td]
[/tr]
[tr]
[td]19:11:01[/td]
[td]LaunchWrapper[/td]
[td]Using primary tweak class name cpw.mods.fml.common.launcher.FMLTweaker[/td]
[/tr]
[tr]
[td]19:11:01[/td]
[td]LaunchWrapper[/td]
[td]Calling tweak class cpw.mods.fml.common.launcher.FMLTweaker[/td]
[/tr]
[tr]
[td]19:11:01[/td]
[td]FML[/td]
[td]Forge Mod Loader version 7.99.36.1558 for Minecraft 1.7.10 loading[/td]
[/tr]
[tr]
[td]19:11:01[/td]
[td]FML[/td]
[td]Java is Java HotSpot(TM) 64-Bit Server VM, version 1.8.0_25, running on Windows 10:amd64:10.0, installed at C:\Program Files (x86)\Minecraft\runtime\jre-x64\1.8.0_25[/td]
[/tr]
[tr]
[td]19:11:01[/td]
[td]LaunchWrapper[/td]
[td]Loading tweak class name cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker[/td]
[/tr]
[tr]
[td]19:11:01[/td]
[td]LaunchWrapper[/td]
[td]Loading tweak class name cpw.mods.fml.common.launcher.FMLDeobfTweaker[/td]
[/tr]
[tr]
[td]19:11:01[/td]
[td]LaunchWrapper[/td]
[td]Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker[/td]
[/tr]
[tr]
[td]19:11:01[/td]
[td]LaunchWrapper[/td]
[td]Calling tweak class cpw.mods.fml.common.launcher.FMLInjectionAndSortingTweaker[/td]
[/tr]
[tr]
[td]19:11:01[/td]
[td]LaunchWrapper[/td]
[td]Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper[/td]
[/tr]
[tr]
[td]19:11:02[/td]
[td]FML[/td]
[td]Found valid fingerprint for Minecraft Forge. Certificate fingerprint e3c3d50c7c986df74c645c0ac54639741c90a557[/td]
[/tr]
[tr]
[td]19:11:02[/td]
[td]FML[/td]
[td]Found valid fingerprint for Minecraft. Certificate fingerprint cd99959656f753dc28d863b46769f7f8fbaefcfc[/td]
[/tr]
[tr]
[td]19:11:02[/td]
[td]LaunchWrapper[/td]
[td]Calling tweak class cpw.mods.fml.relauncher.CoreModManager$FMLPluginWrapper[/td]
[/tr]
[tr]
[td]19:11:02[/td]
[td]LaunchWrapper[/td]
[td]Calling tweak class cpw.mods.fml.common.launcher.FMLDeobfTweaker[/td]
[/tr]
[tr]
[td]19:11:03[/td]
[td]LaunchWrapper[/td]
[td]Loading tweak class name cpw.mods.fml.common.launcher.TerminalTweaker[/td]
[/tr]
[tr]
[td]19:11:03[/td]
[td]LaunchWrapper[/td]
[td]Calling tweak class cpw.mods.fml.common.launcher.TerminalTweaker[/td]
[/tr]
[tr]
[td]19:11:03[/td]
[td]LaunchWrapper[/td]
[td]Launching wrapped minecraft {net.minecraft.client.main.Main}[/td]
[/tr]
[tr]
[td]19:11:03[/td]
[td]net.minecraft.client.Minecraft[/td]
[td]Setting user: jjles88[/td]
[/tr]
[tr]
[td]19:11:05[/td]
[td]net.minecraft.client.Minecraft[/td]
[td]LWJGL Version: 2.9.1[/td]
[/tr]
[tr]
[td]19:11:06[/td]
[td]STDOUT[/td]
[td][tv.twitch.StandardCoreAPI:<init>:16]: If on Windows, make sure to provide all of the necessary dll's as specified in the twitchsdk README. Also, make sure to set the PATH environment variable to point to the directory containing the dll's.[/td]
[/tr]
[tr]
[td]19:11:06[/td]
[td]net.minecraft.client.Minecraft[/td]
[td]Couldn't initialize twitch stream[/td]
[/tr]
[tr]
[td]19:11:06[/td]
[td]STDOUT[/td]
[td][cpw.mods.fml.client.SplashProgress:start:188]: ---- Minecraft Crash Report ----
// I feel sad now :(

Time: 23/04/17 19:11
Description: Loading screen debug info

This is just a prompt for computer specs to be printed. THIS IS NOT A ERROR


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

-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 108686208 bytes (103 MB) / 187957248 bytes (179 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
FML:
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 378.92' Renderer: 'GeForce GTX 750 Ti/PCIe/SSE2'[/td]
[/tr]
[tr]
[td]19:11:07[/td]
[td]MinecraftForge[/td]
[td]Attempting early MinecraftForge initialization[/td]
[/tr]
[tr]
[td]19:11:07[/td]
[td]FML[/td]
[td]MinecraftForge v10.13.4.1558 Initialized[/td]
[/tr]
[tr]
[td]19:11:07[/td]
[td]FML[/td]
[td]Replaced 183 ore recipies[/td]
[/tr]
[tr]
[td]19:11:07[/td]
[td]MinecraftForge[/td]
[td]Completed early MinecraftForge initialization[/td]
[/tr]
[tr]
[td]19:11:07[/td]
[td]FML[/td]
[td]Found 0 mods from the command line. Injecting into mod discoverer[/td]
[/tr]
[tr]
[td]19:11:07[/td]
[td]FML[/td]
[td]Searching C:\Users\Jack Leslie\AppData\Roaming\.minecraft\mods for mods[/td]
[/tr]
[tr]
[td]19:11:14[/td]
[td]FML[/td]
[td]Forge Mod Loader has identified 4 mods to load[/td]
[/tr]
[tr]
[td]19:11:14[/td]
[td]FML[/td]
[td]Attempting connection with missing mods [mcp, FML, Forge, ww2] at CLIENT[/td]
[/tr]
[tr]
[td]19:11:14[/td]
[td]FML[/td]
[td]Attempting connection with missing mods [mcp, FML, Forge, ww2] at SERVER[/td]
[/tr]
[tr]
[td]19:11:14[/td]
[td]net.minecraft.client.resources.SimpleReloadableResourceManager[/td]
[td]Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:Call To Battle[/td]
[/tr]
[tr]
[td]19:11:15[/td]
[td]FML[/td]
[td]Processing ObjectHolder annotations[/td]
[/tr]
[tr]
[td]19:11:15[/td]
[td]FML[/td]
[td]Found 341 ObjectHolder annotations[/td]
[/tr]
[tr]
[td]19:11:15[/td]
[td]FML[/td]
[td]Identifying ItemStackHolder annotations[/td]
[/tr]
[tr]
[td]19:11:15[/td]
[td]FML[/td]
[td]Found 0 ItemStackHolder annotations[/td]
[/tr]
[tr]
[td]19:11:15[/td]
[td]FML[/td]
[td]Configured a dormant chunk cache size of 0[/td]
[/tr]
[tr]
[td]19:11:16[/td]
[td]FML[/td]
[td]Applying holder lookups[/td]
[/tr]
[tr]
[td]19:11:16[/td]
[td]FML[/td]
[td]Holder lookups applied[/td]
[/tr]
[tr]
[td]19:11:16[/td]
[td]FML[/td]
[td]Injecting itemstacks[/td]
[/tr]
[tr]
[td]19:11:16[/td]
[td]FML[/td]
[td]Itemstack injection complete[/td]
[/tr]
[tr]
[td]19:11:16[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]:[/td]
[/tr]
[tr]
[td]19:11:16[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]: Starting up SoundSystem...[/td]
[/tr]
[tr]
[td]19:11:16[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]: Initializing LWJGL OpenAL[/td]
[/tr]
[tr]
[td]19:11:16[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)[/td]
[/tr]
[tr]
[td]19:11:17[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]: OpenAL initialized.[/td]
[/tr]
[tr]
[td]19:11:17[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]:[/td]
[/tr]
[tr]
[td]19:11:17[/td]
[td]net.minecraft.client.audio.SoundManager[/td]
[td]Sound engine started[/td]
[/tr]
[tr]
[td]19:11:17[/td]
[td]net.minecraft.client.renderer.texture.TextureMap[/td]
[td]Created: 16x16 textures/blocks-atlas[/td]
[/tr]
[tr]
[td]19:11:17[/td]
[td]net.minecraft.client.renderer.texture.TextureMap[/td]
[td]Created: 16x16 textures/items-atlas[/td]
[/tr]
[tr]
[td]19:11:18[/td]
[td]STDOUT[/td]
[td][ww2.WWII:load:781]: Dynamic Lights not found, gun flash will not be present.[/td]
[/tr]
[tr]
[td]19:11:18[/td]
[td]FML[/td]
[td]Injecting itemstacks[/td]
[/tr]
[tr]
[td]19:11:18[/td]
[td]FML[/td]
[td]Itemstack injection complete[/td]
[/tr]
[tr]
[td]19:11:18[/td]
[td]FML[/td]
[td]Forge Mod Loader has successfully loaded 4 mods[/td]
[/tr]
[tr]
[td]19:11:18[/td]
[td]net.minecraft.client.resources.SimpleReloadableResourceManager[/td]
[td]Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:Call To Battle, FMLFileResourcePack:Call to Battle External sounds.json loader[/td]
[/tr]
[tr]
[td]19:11:19[/td]
[td]net.minecraft.client.renderer.texture.TextureMap[/td]
[td]Created: 512x256 textures/blocks-atlas[/td]
[/tr]
[tr]
[td]19:11:20[/td]
[td]net.minecraft.client.renderer.texture.TextureMap[/td]
[td]Created: 512x512 textures/items-atlas[/td]
[/tr]
[tr]
[td]19:11:20[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]:[/td]
[/tr]
[tr]
[td]19:11:20[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]: SoundSystem shutting down...[/td]
[/tr]
[tr]
[td]19:11:20[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:importantMessage:90]: Author: Paul Lamb, www.paulscode.com[/td]
[/tr]
[tr]
[td]19:11:20[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]:[/td]
[/tr]
[tr]
[td]19:11:20[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]:[/td]
[/tr]
[tr]
[td]19:11:20[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]: Starting up SoundSystem...[/td]
[/tr]
[tr]
[td]19:11:20[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]: Initializing LWJGL OpenAL[/td]
[/tr]
[tr]
[td]19:11:20[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)[/td]
[/tr]
[tr]
[td]19:11:20[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]: OpenAL initialized.[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]STDOUT[/td]
[td][paulscode.sound.SoundSystemLogger:message:69]:[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]net.minecraft.client.audio.SoundManager[/td]
[td]Sound engine started[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]net.minecraft.client.audio.SoundHandler[/td]
[td]File ww2:sounds/gewehr/gewehrStart.ogg does not exist, cannot add it to event ww2:gewehrStart[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]net.minecraft.client.audio.SoundHandler[/td]
[td]File ww2:sounds/gewehr/gewehrEnd.ogg does not exist, cannot add it to event ww2:gewehrEnd[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]net.minecraft.client.audio.SoundHandler[/td]
[td]File ww2:sounds/arisaka/arisakaEnd.ogg does not exist, cannot add it to event ww2:arisakaEnd[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]The following texture errors were found.[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]==================================================[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]DOMAIN ww2[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]--------------------------------------------------[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]domain ww2 is missing 4 textures[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]domain ww2 has 2 locations:[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]mod ww2 resources at C:\Users\Jack Leslie\AppData\Roaming\.minecraft\mods\Call to Battle-The WWII Mod 1.7.10 (5).jar[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]mod ww2 resources at C:\Users\Jack Leslie\AppData\Roaming\.minecraft\Call to Battle\WWIISoundLoader[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]-------------------------[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]The missing resources for domain ww2 are:[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]textures/blocks/bItem.png[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]textures/items/ammo/EmosClip.png[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]textures/items/ammo/namB.png[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]textures/blocks/buy.png[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]-------------------------[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]No other errors exist for domain ww2[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]==================================================[/td]
[/tr]
[tr]
[td]19:11:21[/td]
[td]TEXTURE ERRORS[/td]
[td]+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=[/td]
[/tr]
[tr]
[td]19:11:36[/td]
[td]net.minecraft.server.integrated.IntegratedServer[/td]
[td]Starting integrated minecraft server version 1.7.10[/td]
[/tr]
[tr]
[td]19:11:36[/td]
[td]net.minecraft.server.integrated.IntegratedServer[/td]
[td]Generating keypair[/td]
[/tr]
[tr]
[td]19:11:36[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Converting map![/td]
[/tr]
[tr]
[td]19:11:36[/td]
[td]net.minecraft.world.chunk.storage.AnvilSaveConverter[/td]
[td]Scanning folders...[/td]
[/tr]
[tr]
[td]19:11:36[/td]
[td]net.minecraft.world.chunk.storage.AnvilSaveConverter[/td]
[td]Total conversion count is 0[/td]
[/tr]
[tr]
[td]19:11:36[/td]
[td]FML[/td]
[td]Injecting existing block and item data into this server instance[/td]
[/tr]
[tr]
[td]19:11:36[/td]
[td]FML[/td]
[td]Applying holder lookups[/td]
[/tr]
[tr]
[td]19:11:36[/td]
[td]FML[/td]
[td]Holder lookups applied[/td]
[/tr]
[tr]
[td]19:11:39[/td]
[td]FML[/td]
[td]Loading dimension 0 (New World) ([email protected])[/td]
[/tr]
[tr]
[td]19:11:39[/td]
[td]FML[/td]
[td]Loading dimension 1 (New World) ([email protected])[/td]
[/tr]
[tr]
[td]19:11:39[/td]
[td]FML[/td]
[td]Loading dimension -1 (New World) ([email protected])[/td]
[/tr]
[tr]
[td]19:11:39[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Preparing start region for level 0[/td]
[/tr]
[tr]
[td]19:11:41[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Preparing spawn area: 0%[/td]
[/tr]
[tr]
[td]19:11:42[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Preparing spawn area: 14%[/td]
[/tr]
[tr]
[td]19:11:43[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Preparing spawn area: 31%[/td]
[/tr]
[tr]
[td]19:11:44[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Preparing spawn area: 48%[/td]
[/tr]
[tr]
[td]19:11:45[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Preparing spawn area: 68%[/td]
[/tr]
[tr]
[td]19:11:46[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Preparing spawn area: 87%[/td]
[/tr]
[tr]
[td]19:11:47[/td]
[td]net.minecraft.server.integrated.IntegratedServer[/td]
[td]Changing view distance to 32, from 10[/td]
[/tr]
[tr]
[td]19:11:49[/td]
[td]FML[/td]
[td]Server protocol version 2[/td]
[/tr]
[tr]
[td]19:11:49[/td]
[td]FML[/td]
[td]Client protocol version 2[/td]
[/tr]
[tr]
[td]19:11:49[/td]
[td]FML[/td]
[td]Client attempting to join with 4 mods : [email protected],[email protected],[email protected],[email protected][/td]
[/tr]
[tr]
[td]19:11:49[/td]
[td]FML[/td]
[td]Attempting connection with missing mods [] at CLIENT[/td]
[/tr]
[tr]
[td]19:11:49[/td]
[td]FML[/td]
[td]Attempting connection with missing mods [] at SERVER[/td]
[/tr]
[tr]
[td]19:11:49[/td]
[td]FML[/td]
[td][Server thread] Server side modded connection established[/td]
[/tr]
[tr]
[td]19:11:49[/td]
[td]net.minecraft.server.management.ServerConfigurationManager[/td]
[td]jjles88[local:E:91f06029] logged in with entity id 246 at (-192.5, 70.0, 75.5)[/td]
[/tr]
[tr]
[td]19:11:49[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]jjles88 joined the game[/td]
[/tr]
[tr]
[td]19:11:49[/td]
[td]FML[/td]
[td][Client thread] Client side modded connection established[/td]
[/tr]
[tr]
[td]19:12:06[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Stopping server[/td]
[/tr]
[tr]
[td]19:12:06[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Saving players[/td]
[/tr]
[tr]
[td]19:12:06[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Saving worlds[/td]
[/tr]
[tr]
[td]19:12:06[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Saving chunks for level 'New World'/Overworld[/td]
[/tr]
[tr]
[td]19:12:33[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Saving chunks for level 'New World'/Nether[/td]
[/tr]
[tr]
[td]19:12:33[/td]
[td]net.minecraft.server.MinecraftServer[/td]
[td]Saving chunks for level 'New World'/The End[/td]
[/tr]
[tr]
[td]19:12:42[/td]
[td]FML[/td]
[td]Unloading dimension 0[/td]
[/tr]
[tr]
[td]19:12:42[/td]
[td]FML[/td]
[td]Unloading dimension -1[/td]
[/tr]
[tr]
[td]19:12:42[/td]
[td]FML[/td]
[td]Unloading dimension 1[/td]
[/tr]
[tr]
[td]19:12:42[/td]
[td]FML[/td]
[td]Applying holder lookups[/td]
[/tr]
[tr]
[td]19:12:42[/td]
[td]FML[/td]
[td]Holder lookups applied[/td]
[/tr]
[tr]
[td]19:12:44[/td]
[td]net.minecraft.client.Minecraft[/td]
[td]Unreported exception thrown!
java.lang.IndexOutOfBoundsException
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
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:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
[/td]
[/tr]
[tr]
[td]19:12:44[/td]
[td]STDOUT[/td]
[td][net.minecraft.client.Minecraft:func_71377_b:349]: ---- Minecraft Crash Report ----
// Ooh. Shiny.

Time: 23/04/17 19:12
Description: Unexpected error

java.lang.IndexOutOfBoundsException
at java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)
at net.minecraft.client.Minecraft.func_71407_l(Minecraft.java:2061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:973)
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:483)
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 java.nio.Buffer.checkIndex(Buffer.java:540)
at java.nio.DirectIntBufferU.get(DirectIntBufferU.java:253)
at net.minecraft.client.renderer.RenderGlobal.func_72712_a(RenderGlobal.java:350)
at net.minecraft.client.renderer.RenderGlobal.func_72732_a(RenderGlobal.java:294)
at net.minecraft.client.Minecraft.func_71353_a(Minecraft.java:2216)
at net.minecraft.client.Minecraft.func_71403_a(Minecraft.java:2146)
at net.minecraft.client.network.NetHandlerPlayClient.func_147282_a(NetHandlerPlayClient.java:240)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:70)
at net.minecraft.network.play.server.S01PacketJoinGame.func_148833_a(SourceFile:13)
at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)

-- Affected level --
Details:
Level name: MpServer
All players: 0 total; []
Chunk stats: MultiplayerChunkCache: 0, 0
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (8,64,8), Chunk: (at 8,4,8 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511)
Level time: 0 game time, 0 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 0 total; []
Retry entities: 0 total; []
Server brand: ~~ERROR~~ NullPointerException: null
Server type: Integrated singleplayer server
Stacktrace:
at net.minecraft.client.multiplayer.WorldClient.func_72914_a(WorldClient.java:373)
at net.minecraft.client.Minecraft.func_71396_d(Minecraft.java:2444)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:927)
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:483)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)

-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 179255256 bytes (170 MB) / 657838080 bytes (627 MB) up to 1060372480 bytes (1011 MB)
JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 4 mods loaded, 4 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAA Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAA ww2{1.0} [Call To Battle] (Call to Battle-The WWII Mod 1.7.10 (5).jar)
GL info: ' Vendor: 'NVIDIA Corporation' Version: '4.5.0 NVIDIA 378.92' Renderer: 'GeForce GTX 750 Ti/PCIe/SSE2'
Launched Version: 1.7.10-Forge10.13.4.1558-1.7.10
LWJGL: 2.9.1
OpenGL: GeForce GTX 750 Ti/PCIe/SSE2 GL version 4.5.0 NVIDIA 378.92, NVIDIA Corporation
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.

Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [Faithful 1.11-rv2.zip]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)[/td]
[/tr]
[tr]
[td]19:12:45[/td]
[td]STDOUT[/td]
[td][net.minecraft.client.Minecraft:func_71377_b:359]: #@!@# Game crashed! Crash report saved to: #@!@# C:\Users\Jack Leslie\AppData\Roaming\.minecraft\crash-reports\crash-2017-04-23_19.12.44-client.txt[/td]
[/tr]
[/tbody]
[/table]
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 23, 2017, 12:43 pm
I'm not quite sure why the issue is happening, but it seems based on the code that if you turn off ambient occlusion, it will disable the crashing code from being ran.

Go into your nvidia settings and try disabling Ambient Occlusion for minecraft. (Right click desktop, Nvidia control panel)
  • YANDE09
  • Level 7
  • Apprentice Miner
  • April 18, 2017, 2:31 am
free promote :) https://dotnetcraftid.blogspot.sg/2017/04/call-to-battle-wwii-mod1710.html
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 18, 2017, 7:20 am
I appreciate the offer, but it is against my terms of use to use an adf.ly link to my download, sorry.
maybe do a Maxim gun for the Russian army Photo https://go3.imgsmail.ru/imgpreview?key=4cda09665ea0cd1e&mb=imgdb_preview_1698
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 17, 2017, 7:44 am
Read the FAQ before questions please xD
First world and Second world wars and many smaller wars and armed conflicts of the twentieth century. Outdated, but very reliable machine gun Maxim is found in "hot spots" around the world, even in our days.On the other hand, was noted and the positive properties maxima: unstressed thanks to the automation it was very stable when shooting with the standard of the machine, gave the accuracy is even better than more recent developments, and allowed very precise control of the fire. If the competent service the gun could be twice as long as the determined resource, which was more than the new, lighter machine guns.
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 18, 2017, 7:18 am
I wasn't saying it wasn't used...... I was saying the FAQ answers your question..... sigh
Because it is little use ?
  • kurt0324
  • Level 1
  • New Explorer
  • April 17, 2017, 3:12 am
what time can we use secert guns?
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 17, 2017, 7:43 am
Secret guns are only available to those around since the beginning
  • Cooba
  • Level 1
  • New Miner
  • April 17, 2017, 12:43 am
Best mod ever!!!! <3
  • MrCreepMan
  • Level 56
  • Grandmaster Soldier
  • April 22, 2017, 12:06 am
Stay tuned for more great content! There has been a new update that adds artillery now!
  • pickaxeman
  • Level 1
  • New Miner
  • April 16, 2017, 3:19 pm
I think there is a problem with the scope rendering.

1. Everything when ADS is flatter within the scope (short and fat)
2. I'm not sure if this is a result of that or separate, but the scope is not accurate. I have to aim off target to hit targets
3. Some scopes aren't working properly on some guns. eg kar (lower magnification) and stg
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 16, 2017, 4:25 pm
1. Screenshot? And it happens with every scope?
2. Probably a result of 1.
3. Yeah the scope models for those haven't been updated yet to the new system
  • pickaxeman
  • Level 1
  • New Miner
  • April 16, 2017, 7:28 pm
So far 1. is happening with all the scopes ive tried

Screenshots: https://www.dropbox.com/sh/u6g61kczy0hsxyi/AAApiE4i_BAgzjS8_XZGZt0Za?dl=0
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 16, 2017, 7:40 pm
Very odd, what is your computers native resolution, that might help me fix it. Also, the mosin looked fine to me in the pic, maybe not though =P
  • pickaxeman
  • Level 1
  • New Miner
  • April 16, 2017, 8:26 pm
1366 by 768
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 17, 2017, 6:29 pm
Hey, do you have any other mods installed? Just wondering if that could be a possible cause...
  • pickaxeman
  • Level 1
  • New Miner
  • April 18, 2017, 10:54 pm
https://www.dropbox.com/s/3xqgbivoxbwezqx/Capture.PNG?dl=0
my mods folder (rarely use shaders tho, only occasionally)
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 19, 2017, 9:42 am
Just tested on the older laptop, and it works perfectly fine. I suspect shaders mod is causing it. There's two options, remove shaders, or go to
Options > Settings > CTB > change fancy scopes to fast scopes. =P
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 17, 2017, 7:45 am
Great, my older laptop is that resolution, so I can use that as a testing ground!
  • ModmanX
  • Level 1
  • New Miner
  • April 16, 2017, 2:18 pm
is there a way to get soldier to follow you? i'm currently enjoying your mod and that's pretty much it
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 16, 2017, 4:23 pm
Not yet, they are built mostly for the gamemodes on the server. I plan to add such a feature eventually though
  • ModmanX
  • Level 1
  • New Miner
  • April 16, 2017, 5:05 pm
also how do i get them to NOT kill me on sight? even the americans are killing me while i wear american armor and guns
  • MrCreepMan
  • Level 56
  • Grandmaster Soldier
  • April 16, 2017, 5:47 pm
Um that's because you haven't joined a side. Press M and choose whether you wanna be part of the allies or the axis.

Hopefully that should fix the problem.
and in any case the p08 was part of World War II because it was produced from 1900 to 1999.
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 16, 2017, 4:30 pm
Where the heck do you get your ww2 information? 90-99? Wut the.....


And the p08 is already in the mod. Please, stop arguing that your suggestions(artillery p08) should be added if you haven't even properly researched the era.

We have tried to have a lot of patience with you, but you keep arguing with us, thinking you know your history.
I ask in the next update you can add p08 artillerie that a variant of p08 as the c96 has the M712 and as charging a 32 shots as mentioned by historians. With this weapon you can add the attachment as the removable football. PLEASE add this weapon and this attachment
#suggestions hello I would ask only two things and some advice: the first thing is that if it introduces the fg-42 as a German support in multiplayer server, the second thing is that if you introduce the p08 p08 gunnery ie with long barrel and the removable shoulder rests charger 32 shots in both single palyer is in multiplayer. The advice is if I have a c96 with the stock as I see well the stock? I hope to have answers Thanks
  • Beardielover
  • Level 66
  • High Grandmaster Programmer
  • April 11, 2017, 8:49 am
The FG-42 is a paratrooper weapon, so it will not be seen as a support weapon on the server, but will be seen in future maps that have paratroopers.

The P08 you speak of is a WW1 weapon, it was not used in WW2.

The Stock on the C96 is hard to see in game because of the arm, I plan to adjust the direction of the arm a bit so it's easier to see.

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