User:Cazomino05: Difference between revisions
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Cazomino05 (talk | contribs) No edit summary |
Cazomino05 (talk | contribs) (Added Weapon Stats documentation.) |
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* 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. | * 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 implementation of CAnimManagerSA::LoadAnimFile are used for. | * Work out what the extra paramaters in the RWStream implementation of CAnimManagerSA::LoadAnimFile are used for. | ||
====Custom Weapon Stats Branch==== | |||
General Documentation: | |||
* Everything is client side at the moment for testing, later on set will be removed client side and moved server side for sync purposes. | |||
* Accuracy is a float from 0-3.0 ( from my brief testing but other factors could impact it ) the lower it is the less accurate you are. | |||
* Damage works with minus values for a healing gun ( this won't sync > 2000 damage to the server ) | |||
* Make sure all clients have the same values for now otherwise it could just not sync entirely. | |||
Todo: | |||
* Reset Stats on quit | |||
* Implement some limits | |||
* Move Set server side | |||
* Explore the possibility of per ped weapon stats vs per model (this largely depends on how SA handles weapons i.e. does it give all peds a shared pointer or allocate one CWeapon per ped) | |||
* Test all properties | |||
* Explore the possibility of adding flags | |||
* Explore the possibility and viability of adding Anim information | |||
* Integrate into the trunk |
Revision as of 21:39, 15 September 2011
Todo
Break at least one of Gamesnert's resourcesFix Gamesnert's resource
Custom Animations Branch
Todo:
Test Loading AnimationsNOTE: 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 Name length)
- 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 implementation of CAnimManagerSA::LoadAnimFile are used for.
Custom Weapon Stats Branch
General Documentation:
- Everything is client side at the moment for testing, later on set will be removed client side and moved server side for sync purposes.
- Accuracy is a float from 0-3.0 ( from my brief testing but other factors could impact it ) the lower it is the less accurate you are.
- Damage works with minus values for a healing gun ( this won't sync > 2000 damage to the server )
- Make sure all clients have the same values for now otherwise it could just not sync entirely.
Todo:
- Reset Stats on quit
- Implement some limits
- Move Set server side
- Explore the possibility of per ped weapon stats vs per model (this largely depends on how SA handles weapons i.e. does it give all peds a shared pointer or allocate one CWeapon per ped)
- Test all properties
- Explore the possibility of adding flags
- Explore the possibility and viability of adding Anim information
- Integrate into the trunk