User:Cazomino05: Difference between revisions

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(Custom Animations Branch Info)
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====Custom Animations Branch====
====Custom Animations Branch====
Todo:
Todo:
<strike>* Test Loading Animations</strike> NOTE: Loading animations which are already in SA will lock up the game when they are used or failing that cause an assertion in the sync code.
<strike>* Test Loading Animations</strike> NOTE: Loading animations which are already in SA will lock up the game when they are used or failing that cause an assertion in the sync code.
* Unload custom animations on exit
* Unload custom animations on exit

Revision as of 22:05, 27 April 2010

Coder.gif This user is an MTA developer
Todo
  • Break at least one of Gamesnert's resources
  • Fix Gamesnert's resource


Custom Animations Branch

Todo:

* Test Loading Animations NOTE: Loading animations which are already in SA will lock up the game when they are used or failing that cause an assertion in the sync code.

  • Unload custom animations on exit
  • Create an IFP Element to facilitate unloading.
  • Create a function to unload IFP's. CAnimManagerSA::RemoveAnimBlock seems like the best way to do this.


Fixes for a later date:

  • Support v1 Animation files. (Non Static Block Names)
  • Use the Animation equivalent of RpClumpStreamRead in combination with the commented code in CRenderWareSA::ReadIFP to facilitate better parsing of IFP files and better crash checks (might be able to load animations into existing blocks?) - Note: Could fix the above as well.
  • Work out what the extra paramaters in the RWStream implmentation of CAnimManagerSA::LoadAnimFile are used for.