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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.
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If you've implemented a given feature already by experimenting on the CS source, put a * next to it.
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Feel free to add to this list anything that comes to mind that would be
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related to modifying the COP source.
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If you've implemented a given feature already by experimenting on the CS
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source, put a * next to it.
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1) Convert to 64-bit (to allow more than 4gb RAM to be used)
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2) Multi-thread the engine for up to 4 cores
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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)
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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.
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3) Solve stuttering problem (likely due to LuaJit. Solution would be to
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upgrade it to newest version and then rewrite all the lua files to conform
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with it)
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4) Solve problem with COP sometimes not loading correctly upon launch on some
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systems as well as not always exiting properly and still running as a
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background task.
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5) Get BugTrap to spit out better error logs
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6) Solve problem with stealth mechanics
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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
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8) Eliminate usage of precompiled shaders so they can all be modified at will like in SOC
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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)
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10) Allow more than 2 ammo types per weapon without screwed up/missing UI ammo count
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11) Allow environment mapping for weapons not on DX8 (I found the file responsible, just need someone to implement it)
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12) Allow .seq files to be given a stop frame/point (animated blood puddles underneath bodies anyone?)
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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)
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14) Better tessellation in DX11/12. Modify current method plus implement artist controlled displacement mapping or something else that allows more control over usage
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15) 3D shell casings (I know this can sorta be done in only LUA, but it would be simpler just to hardcode it)
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16) Replace current shadowing system with one with better antialiasing and less "noise" when a character is in an interior and moving around
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7) Fix shadow bug in DX10 where a big world shadow appears and disappears
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depending on what angle you are in relation to the sun
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8) Eliminate usage of precompiled shaders so they can all be modified at will
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like in SOC
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9) When DX12 comes out, add DX12 renderer (doesn't sound like it has much new
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graphics-wise, but it is crazy faster than DX11)
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10) Allow more than 2 ammo types per weapon without screwed up/missing UI ammo
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count
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11) Allow environment mapping for weapons not on DX8 (I found the file
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responsible, just need someone to implement it)
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12) Allow .seq files to be given a stop frame/point (animated blood puddles
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underneath bodies anyone?)
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13) Allow wallmarks to have bump and bump# usage (for glossy blood and for
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bullet-holes that do things like take small chunks out of cement)
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14) Better tessellation in DX11/12. Modify current method plus implement
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artist controlled displacement mapping or something else that allows more
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control over usage
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15) 3D shell casings (I know this can sorta be done in only LUA, but it would
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be simpler just to hardcode it)
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16) Replace current shadowing system with one with better antialiasing and
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less "noise" when a character is in an interior and moving around
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17) Actor shadows in R2/R3 - *
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18) Grass draw distance console command - *
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19) Re-enable fov and hud_fov console commands - *
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SDK
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1) Less errors and crashes, loads of these.
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2) Visible level-loaded decals and the ability to see decals that aren't just 'wallmarkblend' type.
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3) 'Undo' function that doesn't take minutes to do and actually works properly.
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4) Better performance
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1) Get SDK compiled with Visual Studio (=> get rid of Borland trash)
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2) Less errors and crashes, loads of these.
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3) Visible level-loaded decals and the ability to see decals that aren't just
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'wallmarkblend' type.
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4) 'Undo' function that doesn't take minutes to do and actually works
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properly.
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5) Better performance
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Weapon related changes
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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).
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2) Make pistols more useful somehow. Maybe make a "quick pistol" key or something.
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1) Add ability to give weapons like the Abakan the ability to specify a fire
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mode where they fire at a different RPM (Abakan fires 2 shots at 1800rpm.
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The new AK-12 fires 3 shots at 1,000rpm. I'm not adding an AK-12,
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just giving an example).
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2) Make pistols more useful somehow. Maybe make a "quick pistol" key or
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something.
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3) Different reload sounds for reloading empty vs reloading full - *
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4) Add anm_reload_empty to weapons that don't have one - *
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5) Animation for misfires - *
@@ -38,8 +62,10 @@ Weapon related changes
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8) Smoother transition/falloff for weapons using grenade launcher attachments
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9) Full-auto pistol class so they display proper empty animations
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10) Bayonet and underslung shotgun attachments
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11) Ability to swap out different scope models and eotech's/kobra's without having to swap models like in Shoker
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11) Ability to swap out different scope models and eotech's/kobra's without
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having to swap models like in Shoker
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12) Ability to change weapon model visual based on upgrades
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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)
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13) 3D scopes (different than in Shoker and STCOP; I mean a scope model that
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takes up the screen with a texture underlay of the crosshair)
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14) Allow new types of weapon upgrades like artifact augmentation
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