User:Cazomino05: Difference between revisions
Jump to navigation
Jump to search
Cazomino05 (talk | contribs) mNo edit summary |
Cazomino05 (talk | contribs) mNo edit summary |
||
Line 11: | Line 11: | ||
* <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 | ||
* Create an IFP Element to facilitate unloading. | <strike>* Create an IFP Element to facilitate unloading.</strike> | ||
* Create a function to unload IFP's. CAnimManagerSA::RemoveAnimBlock seems like the best way to do this. | * Create a function to unload IFP's. CAnimManagerSA::RemoveAnimBlock seems like the best way to do this. | ||
Revision as of 22:23, 27 April 2010
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 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 implementation of CAnimManagerSA::LoadAnimFile are used for.