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Source upload part 2
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CasualDev242 committed Sep 18, 2014
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22 changes: 22 additions & 0 deletions .gitattributes
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# Auto detect text files and perform LF normalization
* text=auto

# Custom for Visual Studio
*.cs diff=csharp
*.sln merge=union
*.csproj merge=union
*.vbproj merge=union
*.fsproj merge=union
*.dbproj merge=union

# Standard to msysgit
*.doc diff=astextplain
*.DOC diff=astextplain
*.docx diff=astextplain
*.DOCX diff=astextplain
*.dot diff=astextplain
*.DOT diff=astextplain
*.pdf diff=astextplain
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain
36 changes: 36 additions & 0 deletions .gitignore
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# Windows image file caches
Thumbs.db
ehthumbs.db

# Folder config file
Desktop.ini

# Recycle Bin used on file shares
$RECYCLE.BIN/

# Windows Installer files
*.cab
*.msi
*.msm
*.msp

# =========================
# Operating System Files
# =========================

# OSX
# =========================

.DS_Store
.AppleDouble
.LSOverride

# Icon must ends with two \r.
Icon

# Thumbnails
._*

# Files that might appear on external disk
.Spotlight-V100
.Trashes
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26 changes: 26 additions & 0 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 star 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.
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


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
7 changes: 7 additions & 0 deletions README.md
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Call of Pripyat expansion
=========================

This repository will soon contain the Stalker: Call of Pripyat source code version 1.6.02.

In the meantime, it is a place to share ideas on what to implement, gather people that
want to work on the engine, and experiment on the currently released CS source code.
54 changes: 54 additions & 0 deletions all_editors.bpg
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#------------------------------------------------------------------------------
VERSION = BWS.01
#------------------------------------------------------------------------------
!ifndef ROOT
ROOT = $(MAKEDIR)\..
!endif
#------------------------------------------------------------------------------
MAKE = $(ROOT)\bin\make.exe -$(MAKEFLAGS) -f$**
DCC = $(ROOT)\bin\dcc32.exe $**
BRCC = $(ROOT)\bin\brcc32.exe $**
#------------------------------------------------------------------------------
PROJECTS = xrCoreB.dll xrSoundB.dll xrParticlesB.dll xrEPropsB.dll xrECoreB.dll \
ActorEditor.exe ParticleEditor.exe ShaderEditor.exe LevelEditor.exe
#------------------------------------------------------------------------------
default: $(PROJECTS)
#------------------------------------------------------------------------------

xrCoreB.dll: xrCore\xrCoreB.bpr
$(ROOT)\bin\bpr2mak $**
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak

xrSoundB.dll: xrSound\xrSoundB.bpr
$(ROOT)\bin\bpr2mak $**
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak

xrParticlesB.dll: xrParticles\xrParticlesB.bpr
$(ROOT)\bin\bpr2mak $**
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak

xrEPropsB.dll: editors\xrEProps\xrEPropsB.bpr
$(ROOT)\bin\bpr2mak $**
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak

xrECoreB.dll: editors\ECore\xrECoreB.bpr
$(ROOT)\bin\bpr2mak $**
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak

ActorEditor.exe: editors\ActorEditor\ActorEditor.bpr
$(ROOT)\bin\bpr2mak $**
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak

ParticleEditor.exe: editors\ParticleEditor\ParticleEditor.bpr
$(ROOT)\bin\bpr2mak $**
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak

ShaderEditor.exe: editors\ShaderEditor\ShaderEditor.bpr
$(ROOT)\bin\bpr2mak $**
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak

LevelEditor.exe: editors\LevelEditor\LevelEditor.bpr
$(ROOT)\bin\bpr2mak $**
$(ROOT)\bin\make -$(MAKEFLAGS) -f$*.mak


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