From f40adeac3c53d55843d3cee613e4a2acd814a5b0 Mon Sep 17 00:00:00 2001 From: Pavel Kovalenko Date: Mon, 8 Sep 2014 01:41:06 +0400 Subject: [PATCH] Add task and fix formatting. --- Engine Changes.txt | 70 +++++++++++++++++++++++++++++++--------------- 1 file changed, 48 insertions(+), 22 deletions(-) diff --git a/Engine Changes.txt b/Engine Changes.txt index 4d529fbe668..558673c067d 100644 --- a/Engine Changes.txt +++ b/Engine Changes.txt @@ -1,35 +1,59 @@ -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 - * @@ -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 - *