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Kabuto_Kun

Just Cause Enhanced: ToDo list

Oct 22nd, 2024 (edited)
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  1.  
  2. Just Cause (1) Enhanced (Working title)
  3. Windows/PC release
  4. By KabutoKun
  5. Last Update: 2024-Nov-20
  6.  
  7. ToDo list:
  8. + Fully/mostly done
  9. * Partially done/WIP research
  10. - No significant work done
  11.  
  12. QualityOfLife tweaks
  13. + Higher quality PDA map by using ingame mini map textures; tweak zoom-in limits
  14. + User can set marker/objective on PDA map to any arbitrary location, optionally request extraction to it
  15. + Differentiate safehouse types (guerrilla, rioja or agency) on the map menus (change icon texture and/or its color)
  16. + Random time of day at game start
  17. + Tweak ladder animation and player position
  18. + Traffic vehicle AI can pass road obstacles (they just wait indefinitely by default)
  19. - Enhance/tweak AI for pedestrians
  20. + Avoid GTA-like damage to flipped cars
  21. + Allow more camera movement while inside flipped cars
  22. + Allow player to physically interact with his own thrown grenades
  23. + Birds bleed when shot/killed
  24. + Remove animation interpolation when characters are far from the camera
  25. + Fix bug in mission 14 ("Quadalicano Choo Choo") where CAAGun stay static and get behind of the moving train after being destroyed
  26. + Avoid annoying tutorial prompts
  27. - Show coordinates for current cursor position while using the PDA map
  28. + Allow the use of freeflying (debug)
  29. * Add more particles that enhance world interaction (water splashes at collisions, tree leaves on the jungle, etc)
  30. - Add random objects/rubbish on the map
  31. - Fix dynamic objects that are floating on air as their initial position when spawned
  32. + Add a working flashlight object or an addon to weapons
  33. + Fix front/back lights to all default cars so they turn on at night (MOST of them have invalid data on the DMF files)
  34. + All vehicles can turn on their frontlights even if they are not being used by the player
  35. * Allow vehicles to keep their frontlights turned on when its driver gets out (this should probably be limited to the player only)
  36. * Vehicle lights reduce their intensity when only 1 of their 2 headlights is damaged
  37. - Vehicle lights turn on/off automatically when driving on closed locations (e.g., under bridges, inside tunnels)
  38. * Vehicle dynamic light and headlight glow/halo have both the same color
  39. * Vehicle lights can be seen turned on from longer distances
  40. - Vehicle lights turn on/off gradually, not instantly
  41. * Automatically use emissive material for vehicle front/back lights
  42. + 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
  43. + Allow any vehicle dynamic part to get damaged/break from collisions
  44. * Broken dynamic parts can physically interact with its vehicle owner
  45. - Vehicle wheels can get dettached because of hard crashes or after explosion
  46. * Add support for vehicle exhaust, with particles
  47. * Player can always perform melee attacks regardless of having a target NPC in front or not
  48. - Fix NPCs driving bikes appearing in T-pose until they are very close to the camera
  49. + Increase/remove object despawn timers
  50. + Implement gradual rotor spin up/down for helicopters/planes
  51. + Fix bug where helicopter rotors spin up when these get off the ground, even with their engine off or without a driver on them
  52. + Prevent the use of blurred rotors for helicopters/planes
  53. + Remove air vehicles instant despawn/disappear when they blow up
  54. + Tweak visibility checks for terrain on water reflection so they are not culled when still in view
  55. + Add option to force all regular models to have water reflections (expensive on performance)
  56. * Randomly spawn mission exclusive trains in regular free roam
  57. * Tweak vehicle handling in order to allow vehicles to do a burnout
  58. * Tweak bike handling so you can do wheelies/stoppies
  59. + Relax dropoff/extraction requirements
  60. + Fix grapple bug where it fails to shoot the first time after switching from another weapon
  61. + Extraction and faction map menu lists have rollover, so you can get instantly from last item to first item or vice versa
  62. + Allow use of binoculars (unused code)
  63. + Re-implement cableway/transport
  64. * Randomize rain intensity
  65. + Make grass movement faster depending on rain intensity
  66. + Only allow heat haze postFx at day
  67. + Allow motion blur postFx while on foot (it only works while on vehicles by default)
  68. + Allow bulletholes to be created on any surface
  69. * Allow bullets to get through windows/glass and still continue trajectory (mainly for vehicles)
  70. - Lightning bolts can cause a flash of light on all surrounding terrain
  71. - Fix bug where NPCs driving vehicles with built-in weapons also use their on-foot weapons at the same time
  72. - Fix bug when landing at high speed in water player stays underwater without being in diving mode
  73. + Fix bug in which the player stutters while swimming at the surface on high depth water
  74. + Fix bug where player stutters for a few secs when touching a surface with a recently opened parachute
  75. - Fix bug which causes vehicle wheels to move up/down erratically even while standing still on a flat surface
  76.  
  77. Gameplay tweaks
  78. + Player can grapple to any surface/object, not only vehicles
  79. * Grapple rapidly pulls the player closer to the grappled object instead of just teleporting it
  80. * Player can climb over small obstacles and walls
  81. + Player can change direction in mid-air after jumping on the ground
  82. + Tweak plane handling and thrust calculation at collisions
  83. * 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)
  84. + Reduce time limit for throwing grenades
  85. - Can perform stunt jumps to nearby vehicles even when the player is not on their driver seat (like in JC2+)
  86. * First person camera while on foot/driving
  87. * Player can freely use more animations (crouch, side rolling, diving, climbing)
  88. * Use unused crouch walk animations when crouched
  89. - Player can drive-by like NPCs can (shoot while driving, like in GTASA)
  90. * Player can shoot while swimming (might be done only while on the water surface, not while diving/underwater)
  91. - Player can shoot while in stunt position (at least for cars)
  92.  
  93. Technical engine changes
  94. + Implement a "dropzone" directory for easier file modding (mimics JC2 behavior, plus enhancements)
  95. * Allow corona lights to be scaled based on distance from camera so they are visible at very long distances (like Project2DFX for GTA games)
  96. - Tweak halo/corona light objects rendering priority so they are rendered over other objects when facing directly to the camera (to avoid clipping)
  97. * Custom rendering shader replacements
  98. - Make the game lighting look more similar to Xbox360 version
  99. + Increase file streaming memory limits (allows the engine to support bigger files, original engine limit is 2MB)
  100. * Increase D3D9 dynamic light limit (3 by default for most shaders)
  101. + Fix shadow casting for unused "DiffuseNoTex" rendering material
  102. + Implement better management of D3D9 dynamic lights count limits based on camera distance and direction from them
  103. - Implement widescreen (use ThirteenAG's patch as reference, or at least avoid conflicts so it can be used along with this plugin)
  104. - Controller/gamepad support
  105. + Replace default rand function with a better implementation (e.g., PCG)
  106. - Frame limiter (engine starts to have problems around 190 FPS)
  107. + Creatures (birds/insects) can cast shadows and/or project reflections on water
  108. + Implement gradual light intensity for "AdditiveAlpha" material instead of the default day/night only
  109. + Implement custom properties for the PropertyContainer used by object files (DMF/EPE files for vehicles, locations)
  110. * Implement DMF front/back lights support for non-cars vehicles (motorcycles)
  111. * Implement individual part movement for vehicles (especially planes, like wind flaps)
  112. + Implement vehicle steering wheel, which rotates based on player input
  113. + Print engine internal logging to external text file (debug)
  114. * Increase pedestrian and vehicle density
  115. + Tweak player collision capsule to make it more accurate
  116. - Fix collision penetration interaction between characters and vehicles (objects can get inside vehicle collisions but a character can't)
  117. + Use game relative time for vegetation movement instead of code which uses absolute system time (avoid WINMM.timeGetTime)
  118. + Swap main ambient light source direction at night so it uses the moon instead of always the sun (enhances lighting at night)
  119. - Fix rendering materials that are not affected by dynamic lights (all bump materials, roads, etc)
  120. - Fix rendering materials that are not affected by shadows (all bump materials)
  121. - Fix issue where shadows are very low resolution when rotating the camera to angles away from the light source
  122. + Fix objects that do not cast shadows or only do when in broken/damaged state (example: streetlights)
  123. + Allow user to set shadow resolution
  124. + Proper fix for black shadow rendering for some GPUs
  125. + Allow user to disable back face culling for shadow rendering (fixes incomplete shadows for many models)
  126. + Allow user to set water reflection resolution
  127. + Allow user to set environment reflection resolution (carpaint, chrome)
  128. + Allow user to disable back-face culling for model rendering (fixes invisible parts on some models)
  129. + Fix rendering priority of transparent materials for underwater models (by default they appear on top of everything)
  130. - Restore vehicle dirt (cut from PC, available on XB360)
  131. - Restore fish creature on water (cut from PC, available on XB360)
  132. + Game should also despawn the pilot character when the extraction/dropoff transport is despawned at distance
  133. + Force all tree leaves/finns to be affected by wind
  134.  
  135. Performance optimizations
  136. * Too many to list
  137.  
  138. External modding research/tools
  139. + Main game file extraction tools (.TAB/.ARC files)
  140. * rbm/model conversion tools (import/export)
  141. * pfx/collision conversion tools (import/export)
  142. * Decrypt as many property hashes as possible
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