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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
Todo
Break at least one of Gamesnert's resourcesFix 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.