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| 1 | +Feel free to add to this list anything that comes to mind that would be related to modifying the COP source. |
| 2 | +If you've implemented a given feature already by experimenting on the CS source, put a star next to it. |
| 3 | + |
| 4 | +1) Convert to 64-bit (to allow more than 4gb RAM to be used) |
| 5 | +2) Multi-thread the engine for up to 4 cores |
| 6 | +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) |
| 7 | +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. |
| 8 | +5) Get BugTrap to spit out better error logs |
| 9 | +6) Solve problem with stealth mechanics |
| 10 | +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 |
| 11 | +8) Eliminate usage of precompiled shaders so they can all be modified at will like in SOC |
| 12 | +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) |
| 13 | +10) Allow more than 2 ammo types per weapon without screwed up/missing UI ammo count |
| 14 | +11) Allow environment mapping for weapons not on DX8 (I found the file responsible, just need someone to implement it) |
| 15 | +12) Allow .seq files to be given a stop frame/point (animated blood puddles underneath bodies anyone?) |
| 16 | +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) |
| 17 | +14) Better tessellation in DX11/12. Modify current method plus implement artist controlled displacement mapping or something else that allows more control over usage |
| 18 | +15) 3D shell casings (I know this can sorta be done in only LUA, but it would be simpler just to hardcode it) |
| 19 | +16) Replace current shadowing system with one with better antialiasing and less "noise" when a character is in an interior and moving around |
| 20 | + |
| 21 | + |
| 22 | +SDK |
| 23 | +1) Less errors and crashes, loads of these. |
| 24 | +2) Visible level-loaded decals and the ability to see decals that aren't just 'wallmarkblend' type. |
| 25 | +3) 'Undo' function that doesn't take minutes to do and actually works properly. |
| 26 | +4) Better performance |
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