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- Just Cause (1) Enhanced (Working title)
- Windows/PC release
- By KabutoKun
- Last Update: 2024-Nov-20
- ToDo list:
- + Fully/mostly done
- * Partially done/WIP research
- - No significant work done
- QualityOfLife tweaks
- + Higher quality PDA map by using ingame mini map textures; tweak zoom-in limits
- + User can set marker/objective on PDA map to any arbitrary location, optionally request extraction to it
- + Differentiate safehouse types (guerrilla, rioja or agency) on the map menus (change icon texture and/or its color)
- + Random time of day at game start
- + Tweak ladder animation and player position
- + Traffic vehicle AI can pass road obstacles (they just wait indefinitely by default)
- - Enhance/tweak AI for pedestrians
- + Avoid GTA-like damage to flipped cars
- + Allow more camera movement while inside flipped cars
- + Allow player to physically interact with his own thrown grenades
- + Birds bleed when shot/killed
- + Remove animation interpolation when characters are far from the camera
- + Fix bug in mission 14 ("Quadalicano Choo Choo") where CAAGun stay static and get behind of the moving train after being destroyed
- + Avoid annoying tutorial prompts
- - Show coordinates for current cursor position while using the PDA map
- + Allow the use of freeflying (debug)
- * Add more particles that enhance world interaction (water splashes at collisions, tree leaves on the jungle, etc)
- - Add random objects/rubbish on the map
- - Fix dynamic objects that are floating on air as their initial position when spawned
- + Add a working flashlight object or an addon to weapons
- + Fix front/back lights to all default cars so they turn on at night (MOST of them have invalid data on the DMF files)
- + All vehicles can turn on their frontlights even if they are not being used by the player
- * Allow vehicles to keep their frontlights turned on when its driver gets out (this should probably be limited to the player only)
- * Vehicle lights reduce their intensity when only 1 of their 2 headlights is damaged
- - Vehicle lights turn on/off automatically when driving on closed locations (e.g., under bridges, inside tunnels)
- * Vehicle dynamic light and headlight glow/halo have both the same color
- * Vehicle lights can be seen turned on from longer distances
- - Vehicle lights turn on/off gradually, not instantly
- * Automatically use emissive material for vehicle front/back lights
- + When a vehicle is going to explode, make it gradually change its body color to a darker shade of its original color, instead of instantly turning totally black
- + Allow any vehicle dynamic part to get damaged/break from collisions
- * Broken dynamic parts can physically interact with its vehicle owner
- - Vehicle wheels can get dettached because of hard crashes or after explosion
- * Add support for vehicle exhaust, with particles
- * Player can always perform melee attacks regardless of having a target NPC in front or not
- - Fix NPCs driving bikes appearing in T-pose until they are very close to the camera
- + Increase/remove object despawn timers
- + Implement gradual rotor spin up/down for helicopters/planes
- + Fix bug where helicopter rotors spin up when these get off the ground, even with their engine off or without a driver on them
- + Prevent the use of blurred rotors for helicopters/planes
- + Remove air vehicles instant despawn/disappear when they blow up
- + Tweak visibility checks for terrain on water reflection so they are not culled when still in view
- + Add option to force all regular models to have water reflections (expensive on performance)
- * Randomly spawn mission exclusive trains in regular free roam
- * Tweak vehicle handling in order to allow vehicles to do a burnout
- * Tweak bike handling so you can do wheelies/stoppies
- + Relax dropoff/extraction requirements
- + Fix grapple bug where it fails to shoot the first time after switching from another weapon
- + Extraction and faction map menu lists have rollover, so you can get instantly from last item to first item or vice versa
- + Allow use of binoculars (unused code)
- + Re-implement cableway/transport
- * Randomize rain intensity
- + Make grass movement faster depending on rain intensity
- + Only allow heat haze postFx at day
- + Allow motion blur postFx while on foot (it only works while on vehicles by default)
- + Allow bulletholes to be created on any surface
- * Allow bullets to get through windows/glass and still continue trajectory (mainly for vehicles)
- - Lightning bolts can cause a flash of light on all surrounding terrain
- - Fix bug where NPCs driving vehicles with built-in weapons also use their on-foot weapons at the same time
- - Fix bug when landing at high speed in water player stays underwater without being in diving mode
- + Fix bug in which the player stutters while swimming at the surface on high depth water
- + Fix bug where player stutters for a few secs when touching a surface with a recently opened parachute
- - Fix bug which causes vehicle wheels to move up/down erratically even while standing still on a flat surface
- Gameplay tweaks
- + Player can grapple to any surface/object, not only vehicles
- * Grapple rapidly pulls the player closer to the grappled object instead of just teleporting it
- * Player can climb over small obstacles and walls
- + Player can change direction in mid-air after jumping on the ground
- + Tweak plane handling and thrust calculation at collisions
- * Can request for dropoff of any ingame vehicle (like a spawner, but it might be limited in some way, like depending in the number of missions completed)
- + Reduce time limit for throwing grenades
- - Can perform stunt jumps to nearby vehicles even when the player is not on their driver seat (like in JC2+)
- * First person camera while on foot/driving
- * Player can freely use more animations (crouch, side rolling, diving, climbing)
- * Use unused crouch walk animations when crouched
- - Player can drive-by like NPCs can (shoot while driving, like in GTASA)
- * Player can shoot while swimming (might be done only while on the water surface, not while diving/underwater)
- - Player can shoot while in stunt position (at least for cars)
- Technical engine changes
- + Implement a "dropzone" directory for easier file modding (mimics JC2 behavior, plus enhancements)
- * Allow corona lights to be scaled based on distance from camera so they are visible at very long distances (like Project2DFX for GTA games)
- - Tweak halo/corona light objects rendering priority so they are rendered over other objects when facing directly to the camera (to avoid clipping)
- * Custom rendering shader replacements
- - Make the game lighting look more similar to Xbox360 version
- + Increase file streaming memory limits (allows the engine to support bigger files, original engine limit is 2MB)
- * Increase D3D9 dynamic light limit (3 by default for most shaders)
- + Fix shadow casting for unused "DiffuseNoTex" rendering material
- + Implement better management of D3D9 dynamic lights count limits based on camera distance and direction from them
- - Implement widescreen (use ThirteenAG's patch as reference, or at least avoid conflicts so it can be used along with this plugin)
- - Controller/gamepad support
- + Replace default rand function with a better implementation (e.g., PCG)
- - Frame limiter (engine starts to have problems around 190 FPS)
- + Creatures (birds/insects) can cast shadows and/or project reflections on water
- + Implement gradual light intensity for "AdditiveAlpha" material instead of the default day/night only
- + Implement custom properties for the PropertyContainer used by object files (DMF/EPE files for vehicles, locations)
- * Implement DMF front/back lights support for non-cars vehicles (motorcycles)
- * Implement individual part movement for vehicles (especially planes, like wind flaps)
- + Implement vehicle steering wheel, which rotates based on player input
- + Print engine internal logging to external text file (debug)
- * Increase pedestrian and vehicle density
- + Tweak player collision capsule to make it more accurate
- - Fix collision penetration interaction between characters and vehicles (objects can get inside vehicle collisions but a character can't)
- + Use game relative time for vegetation movement instead of code which uses absolute system time (avoid WINMM.timeGetTime)
- + Swap main ambient light source direction at night so it uses the moon instead of always the sun (enhances lighting at night)
- - Fix rendering materials that are not affected by dynamic lights (all bump materials, roads, etc)
- - Fix rendering materials that are not affected by shadows (all bump materials)
- - Fix issue where shadows are very low resolution when rotating the camera to angles away from the light source
- + Fix objects that do not cast shadows or only do when in broken/damaged state (example: streetlights)
- + Allow user to set shadow resolution
- + Proper fix for black shadow rendering for some GPUs
- + Allow user to disable back face culling for shadow rendering (fixes incomplete shadows for many models)
- + Allow user to set water reflection resolution
- + Allow user to set environment reflection resolution (carpaint, chrome)
- + Allow user to disable back-face culling for model rendering (fixes invisible parts on some models)
- + Fix rendering priority of transparent materials for underwater models (by default they appear on top of everything)
- - Restore vehicle dirt (cut from PC, available on XB360)
- - Restore fish creature on water (cut from PC, available on XB360)
- + Game should also despawn the pilot character when the extraction/dropoff transport is despawned at distance
- + Force all tree leaves/finns to be affected by wind
- Performance optimizations
- * Too many to list
- External modding research/tools
- + Main game file extraction tools (.TAB/.ARC files)
- * rbm/model conversion tools (import/export)
- * pfx/collision conversion tools (import/export)
- * Decrypt as many property hashes as possible
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