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Merge pull request #1 from nitrocaster/patch-1
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Add task and fix formatting.
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CasualDev242 committed Sep 8, 2014
2 parents d37335f + f40adea commit 2aa83a3
Showing 1 changed file with 48 additions and 22 deletions.
70 changes: 48 additions & 22 deletions Engine Changes.txt
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Feel free to add to this list anything that comes to mind that would be related to modifying the COP source.
If you've implemented a given feature already by experimenting on the CS source, put a * next to it.
Feel free to add to this list anything that comes to mind that would be
related to modifying the COP source.
If you've implemented a given feature already by experimenting on the CS
source, put a * next to it.

1) Convert to 64-bit (to allow more than 4gb RAM to be used)
2) Multi-thread the engine for up to 4 cores
3) Solve stuttering problem (likely due to LuaJit. Solution would be to upgrade it to newest version and then rewrite all the lua files to conform with it)
4) Solve problem with COP sometimes not loading correctly upon launch on some systems as well as not always exiting properly and still running as a background task.
3) Solve stuttering problem (likely due to LuaJit. Solution would be to
upgrade it to newest version and then rewrite all the lua files to conform
with it)
4) Solve problem with COP sometimes not loading correctly upon launch on some
systems as well as not always exiting properly and still running as a
background task.
5) Get BugTrap to spit out better error logs
6) Solve problem with stealth mechanics
7) Fix shadow bug in DX10 where a big world shadow appears and disappears depending on what angle you are in relation to the sun
8) Eliminate usage of precompiled shaders so they can all be modified at will like in SOC
9) When DX12 comes out, add DX12 renderer (doesn't sound like it has much new graphics-wise, but it is crazy faster than DX11)
10) Allow more than 2 ammo types per weapon without screwed up/missing UI ammo count
11) Allow environment mapping for weapons not on DX8 (I found the file responsible, just need someone to implement it)
12) Allow .seq files to be given a stop frame/point (animated blood puddles underneath bodies anyone?)
13) Allow wallmarks to have bump and bump# usage (for glossy blood and for bullet-holes that do things like take small chunks out of cement)
14) Better tessellation in DX11/12. Modify current method plus implement artist controlled displacement mapping or something else that allows more control over usage
15) 3D shell casings (I know this can sorta be done in only LUA, but it would be simpler just to hardcode it)
16) Replace current shadowing system with one with better antialiasing and less "noise" when a character is in an interior and moving around
7) Fix shadow bug in DX10 where a big world shadow appears and disappears
depending on what angle you are in relation to the sun
8) Eliminate usage of precompiled shaders so they can all be modified at will
like in SOC
9) When DX12 comes out, add DX12 renderer (doesn't sound like it has much new
graphics-wise, but it is crazy faster than DX11)
10) Allow more than 2 ammo types per weapon without screwed up/missing UI ammo
count
11) Allow environment mapping for weapons not on DX8 (I found the file
responsible, just need someone to implement it)
12) Allow .seq files to be given a stop frame/point (animated blood puddles
underneath bodies anyone?)
13) Allow wallmarks to have bump and bump# usage (for glossy blood and for
bullet-holes that do things like take small chunks out of cement)
14) Better tessellation in DX11/12. Modify current method plus implement
artist controlled displacement mapping or something else that allows more
control over usage
15) 3D shell casings (I know this can sorta be done in only LUA, but it would
be simpler just to hardcode it)
16) Replace current shadowing system with one with better antialiasing and
less "noise" when a character is in an interior and moving around
17) Actor shadows in R2/R3 - *
18) Grass draw distance console command - *
19) Re-enable fov and hud_fov console commands - *

SDK
1) Less errors and crashes, loads of these.
2) Visible level-loaded decals and the ability to see decals that aren't just 'wallmarkblend' type.
3) 'Undo' function that doesn't take minutes to do and actually works properly.
4) Better performance
1) Get SDK compiled with Visual Studio (=> get rid of Borland trash)
2) Less errors and crashes, loads of these.
3) Visible level-loaded decals and the ability to see decals that aren't just
'wallmarkblend' type.
4) 'Undo' function that doesn't take minutes to do and actually works
properly.
5) Better performance

Weapon related changes
1) Add ability to give weapons like the Abakan the ability to specify a fire mode where they fire at a different RPM (Abakan fires 2 shots at 1800rpm. The new AK-12 fires 3 shots at 1,000rpm. I'm not adding an AK-12, just giving an example).
2) Make pistols more useful somehow. Maybe make a "quick pistol" key or something.
1) Add ability to give weapons like the Abakan the ability to specify a fire
mode where they fire at a different RPM (Abakan fires 2 shots at 1800rpm.
The new AK-12 fires 3 shots at 1,000rpm. I'm not adding an AK-12,
just giving an example).
2) Make pistols more useful somehow. Maybe make a "quick pistol" key or
something.
3) Different reload sounds for reloading empty vs reloading full - *
4) Add anm_reload_empty to weapons that don't have one - *
5) Animation for misfires - *
Expand All @@ -38,8 +62,10 @@ Weapon related changes
8) Smoother transition/falloff for weapons using grenade launcher attachments
9) Full-auto pistol class so they display proper empty animations
10) Bayonet and underslung shotgun attachments
11) Ability to swap out different scope models and eotech's/kobra's without having to swap models like in Shoker
11) Ability to swap out different scope models and eotech's/kobra's without
having to swap models like in Shoker
12) Ability to change weapon model visual based on upgrades
13) 3D scopes (different than in Shoker and STCOP; I mean a scope model that takes up the screen with a texture underlay of the crosshair)
13) 3D scopes (different than in Shoker and STCOP; I mean a scope model that
takes up the screen with a texture underlay of the crosshair)
14) Allow new types of weapon upgrades like artifact augmentation
15) Ironsight zoom in/out sounds - *

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