HandmadeGunsOverdrive-4.0.0.2.jar
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What's new
HMG-Overdrive — Beta Changelog
This beta is a major expansion of HMG-Overdrive focused on modern content-pack authoring, native Blockbench support, server usability, and several gameplay improvements. Existing OBJ/MQO content remains supported alongside the new systems.
New Features
Native Blockbench model and animation support
- HMG guns can now load
.bbmodelprojects directly without exporting the weapon to OBJ/MQO. - Supports Blockbench bones, cubes, pivots, textures, UVs, hierarchy, and embedded animations.
- Supports position, rotation and scale animation channels with step, linear, Catmull-Rom and Bezier interpolation.
- Existing Blockbench/TaCZ-style animations can provide idle, fire, reload, inspect and other named clips.
- Added support for TaCZ-style positioning nodes such as
idle_view,iron_view,thirdperson_hand, and first-person hand locators. - Imported guns use their authored first-person and ADS positioning instead of requiring legacy HMG positioning values.
- HMG guns can now load
New gun animation system
- Added named animation clips with BASE, ACTION and ADDITIVE layers.
- Supports animation priorities, interruption, looping, reverse playback, hold behavior and smooth crossfades.
- Animation playback is isolated per weapon/player/render context, including attachment previews and nested guns.
- Added an optional Inspect action for weapons with inspect animations.
- Fire, reload and cock actions can automatically drive imported animations while gameplay remains server-authoritative.
Fully animated Blockbench reloads
- Reloading now explicitly starts the appropriate imported
reload_tacticalorreload_emptyanimation. - Reload animations are authorized by the server but presented immediately on the owning client.
- Imported reloads retain control of the weapon pose for the complete animation instead of being replaced by HMG's legacy reload pose.
- Reload animations now play to their natural completion instead of being cut short by delayed reload-state synchronization.
- Legacy guns continue using the original reload system.
- Reloading now explicitly starts the appropriate imported
Clean content-pack asset structure
- HMG packs can now use organized
models/,textures/models/,textures/items/,textures/misc/,animations/,sounds/, andattachments/directories. - Added concise references such as
Model,akm.mqo,Texture,akm.png,BlockbenchModel,cod4_ak.bbmodel, andAnimations,akm.json. - Existing legacy HMG layouts remain supported for third-party packs.
- Repository HMG packs have been migrated to the new structure.
- HMG packs can now use organized
Built-in dedicated-server vecmath dependency
- HMG now ships its required vecmath 1.5.2 runtime itself.
- Dedicated servers should no longer require users to manually install a separate vecmath jar.
- Existing vecmath installations are detected and left untouched.
- Compatibility with GVC, WW2 and Linker APIs using standard
javax.vecmathtypes is preserved.
Global infinite ammo
- Added
/hmg infiniteammofor server administrators. - Can be toggled or explicitly set with
/hmg infiniteammo <true|false>. - Applies globally to players and persists through the world's gamerules.
- Reloading supplies ammunition without consuming reserves while enabled, while normal chamber, bolt and weapon restrictions remain intact.
- Added
Gameplay Changes
Improved headshot detection
- HMG now classifies individual projectile impacts against the victim's actual bounds and head/eye region instead of relying on the previous generic ray/fallback behavior.
- Existing headshot damage and sound behavior is retained.
- Combatives poses can provide authoritative eye-height information when available.
Reworked heavy-weapon jumping
- Heavy equipment now prevents the jump before vanilla movement occurs rather than correcting the player afterward.
- Removed downward correction teleports and post-jump vertical velocity clamps.
- Flight and riding bypass the weight restriction.
- Client/server mobility state is synchronized for more consistent jump prediction.
Improved explosion cover
- Blast protection now considers physical collision instead of primarily visual block properties.
- Vegetation, webs and other non-solid/replaceable blocks no longer count as meaningful explosion cover.
- Glass, fences, doors, slabs, stone and other physically substantial blocks can provide cover.
Improved explosion damage falloff
- Configured HMG explosions now use horizontal distance for damage falloff with a separate vertical limit.
- Full damage remains within the configured radius, followed by linear falloff out to twice that radius.
- Terrain exposure continues to modify final damage.
Compatibility & Content Authoring
Blockbench support is completely opt-in. Existing OBJ/MQO guns, legacy animation behavior, attachments and existing third-party HMG pack layouts remain supported. Imported models can also use embedded textures and animations, allowing a substantially more self-contained gun-authoring workflow.
The included Blockbench AKM example demonstrates a directly imported animated weapon, including tactical and empty reload variants, without requiring OBJ export or manual AddParts definitions.
Notable Fixes & Changes
- Fixed Blockbench textures being initialized too early during Forge startup.
- Corrected imported Blockbench model orientation, scale, pivots and animation coordinate conversion.
- Improved first- and third-person positioning for imported weapons.
- Improved animated hand placement using authored Blockbench/TaCZ hand locators.
- Fixed animation ownership surviving normal synchronized
ItemStackreplacement instead of restarting the equipped animation. - Blockbench guns no longer inherit legacy HMG sprint positioning.
- Improved HMG/Flan's/Combatives aiming-pose compatibility.
- Added stricter pack ownership and path isolation so HMG only imports assets belonging to the intended HMG content pack.
Beta note: Native Blockbench support is intentionally being released as a beta while broader weapon/content-pack combinations are tested. Existing legacy weapon formats remain available as the compatibility path.

