Buu's Swords 2.0 is here!
It's been a while since I've given this addon some proper TLC, and I apologize, but I've been busy with both a bunch of projects, and more importantly a Master's Degree in Computer Science. I simply do not have the time I used to have when I first made this addon. But summer came along and I went ahead and gave this addon a complete rewrite from the ground up. I didn't manage to finish in the summer as originally planned, however, and I've been trying to squeeze the time to make this addon between my other classes and projects. I gave this addon a rewrite because I wanted to add a bunch of new features but finding where to jam the code into the old jumbled mess was difficult. Not only that, there were many things that I had done suboptimally in the original version and so, a rewrite wasn't just wanted, it was required.
Here are the things that I've added from where the addon last left off:
- Lua Animations API can now be installed without needing to hook it to the gamemode directly! Check the instructions document inside the downloaded zip for more details.
- Given that the addon has been rewritten, it should be much better optimized now.
- Shield menu is now accessible via the Context Menu key when wielding a sword, rather than pressing a convoluted combination of keys. Not only that, but the menu also provides all sorts of interesting stuff, such as stats for your current weapon, as well as a combat tutorial for new players!
- You can now block without a shield!
- You can now two hand swords! This opens up a bunch of new interesting combat variations.
- Swords and shields can now have weight, allowing you to slow players down depending on the gear they're carrying.
- Swords have been given durability just like the shields, and the durability is now visible on the viewmodel and worldmodel (works for custom weapons too!).
- The third person animations have all been remade. I've created a plugin for Blender to allow me to translate animations there to the Lua Animations API that my addon uses.
- Speaking of animations, a few viewmodel animations have been improved.
- Configuation has been given an overhaul, allowing you to tailor more things such as the combat itself (Don't want backstabs? Disable them entirely!).
- The code has been made as developer friendly as possible, as well as being properly commented. You should be easily able to implement new features if you so wish (such as a stamina system).
- All text has been contained within a single file, meaning you can now easily translate the addon to other languages without having to search through a bunch of files.
As a result, you might find that your old custom swords' combat values (shields should be fine) might not migrate to the new system, and the same applies to your configuration files (I'm sorry!). These can be easily ported over with the sword/shield creation tool since you won't need to redo their positions, however.
I originally planned on including a workshop/anvil entity within this addon, which would contain a minigame that allows players to make new gear or repair existing gear. This would be great for roleplay servers as it would provide a replacement for the usual gun dealer, and would make the job more interesting too as players would have to keep returning to the blacksmith to repair their stuff (essentially making the job a bit more necessary). However, because I took too long to rewrite the main stuff to begin with, I decided to leave this for the next update. I plan on releasingit this year (I'd like to say June/July but I can't make promises). And don't worry, it'll be configurable as well so you don't have to use it if you don't want it.
People have also asked me about other things that I plan on adding to this addon, and I might as well write a paragraph on that. I am planning on adding other types of weapons, such as warhammers, polearms, bows, and battleaxes, all which essentially turns this addon into "Buu's Medieval Weapons". I am not planning on making DLC, everything is and always will be part of the whole addon. I am not planning on adding DRM, I don't want to inconvenience players nor do I want to play the role of server Police. And finally, I am not planning on changing the combat system entirely. As much as I enjoy the way it is implemented in recent medieval games, it's too drastic of a change to make to this addon and wouldn't be too fair to users who had already purchased this addon. While this version did introduce combat changes (two handing), it can be disabled entirely if the server owner wants.
Regarding Nutscript/Clockwork editions, those as usual will take a while to be out and I apologize. This is because those gamemodes utilize a different set of playermodel animations (instead of using the standard player animations, they utilize NPC animations), meaning my third person animations will not work properly. I haven't been able to port them over yet, and I'm not sure when I'll be able to. If you really need this addon right now, I would recommend that you change the animation system back to player animations until I announce a release. The good news is that, because of how I've setup the code this time, once the animations are converted I should be able to include them with every next update, meaning you will no longer have to wait for those versions to come out. But in order to get this addon released on time, I simply haven't been able to do so for this first version. Sorry...
Because the entire addon has been completely rewritten, expect a bug or two that managed to squeeze through with my playtesting. These will be patched out as soon as I have the chance.
I hope you enjoy what new things this addon has to offer. Thank you so much for sticking with it for so long, or if you're new here, thank you for purchasing my addon to begin with!