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Update Engine Changes.txt
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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.
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If you've implemented a given feature already by experimenting on the CS source, put a star next to it.
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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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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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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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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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4) 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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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 - *
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6) Weapons can't be reloaded during sprint - *
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7) sprint_start and sprint_stop animations for weapons
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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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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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14) Allow new types of weapon upgrades like artifact augmentation
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15) Ironsight zoom in/out sounds - *

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