Readme update

This commit is contained in:
Denis Pauk 2024-04-24 23:57:46 +03:00
parent 42b4a61794
commit dfb1818aa9

View file

@ -14,12 +14,12 @@ State:
* GL1/GLES3/GL3/GL4/VK:
* base1: no known issues,
* base2: no known issues,
* q64/outpost: flow surface and scale textures unsupported,
* mguhub: loaded, sometimes broken logic for surface fall in next maps.
* q64/outpost: broken level change,
* mguhub: sometimes broken logic for surface fall in next maps.
* SOFT:
* base1: broken wall light and wall glitch,
* base2: broken wall light and wall glitch,
* q64/outpost: flow surface and scale textures unsupported,
* q64/outpost: broken level change, scale textures unsupported,
* mguhub: broken wall light, sometimes broken logic for surface fall
in next maps.
@ -91,39 +91,36 @@ Games:
* Tools: https://www.moddb.com/games/sin/downloads/sin-modding-tools-and-other-stuff
* SDK: https://github.com/NightDive-Studio/sin-ex-game
Goals (finished):
* BSPX DECOUPLEDLM light map support (base1),
* QBSP map format support (mguhub),
* Use ffmpeg for load any video,
* RoQ and Theora cinematic videos support.
* Cinematic videos support in smk, mpeg, ogv format,
* Daikatana/Heretic 2 map partial format support,
* md5 improve load speed,
* support Anachronox .dat format,
* suport Daikatana/SiN .pak/.sin format from pakextract,
* add debug progress loading code for maps.
Goals (none of it finished):
* Single player support,
* Support effects and additional flags for ReRelease when possible.
Bonus goals:
* Use shared model cache in client code insted reimplemnet in each render,
* Check load soft colormap as 24bit color,
* Fix transparent textures in Daikatana maps,
* Support flow/scale flags for Q64 maps,
* Use separete texture hi-color buffer for ui in soft render,
* Cleanup function declarations in game save code,
* Fix broken base3 with sorted fields names,
* Use 3 bytes vertex normal,
* Support scalled textures for models and walls in soft render and fix
Goals:
* [x] BSPX DECOUPLEDLM light map support (base1),
* [x] QBSP map format support (mguhub),
* [x] Use ffmpeg for load any video,
* [x] RoQ and Theora cinematic videos support.
* [x] Cinematic videos support in smk, mpeg, ogv format,
* [x] Daikatana/Heretic 2 map partial format support,
* [x] md5 improve load speed,
* [x] support Anachronox .dat format,
* [x] suport Daikatana/SiN .pak/.sin format from pakextract,
* [x] Support flow/scale flags for Q64 maps,
* [x] Add debug progress loading code for maps,
* [ ] Broken maps groups from base2 to next,
* [ ] Single player support,
* [ ] Support effects and additional flags for ReRelease when possible.
* [ ] Use shared model cache in client code insted reimplemnet in each render,
* [ ] Check load soft colormap as 24bit color,
* [ ] Fix transparent textures in Daikatana/SiN maps,
* [ ] Use separete texture hi-color buffer for ui in soft render,
* [ ] Cleanup function declarations in game save code,
* [ ] Fix broken base3 with sorted fields names,
* [ ] Use 3 bytes vertex normal,
* [ ] Support scalled textures for models and walls in soft render and fix
lighting with remastered maps,
* Modified ReRelease game code support with removed KEX only related code.
* [ ] Modified ReRelease game code support with removed KEX only related code.
Not a goal:
* multiplayer protocol support with KEX engine,
* support KEX engine features (inventary, compass and so on),
* [KEX game library support](https://github.com/id-Software/quake2-rerelease-dll).
* [ ] Multiplayer protocol support with KEX engine,
* [ ] Support KEX engine features (inventary, compass and so on),
* [ ] [KEX game library support](https://github.com/id-Software/quake2-rerelease-dll).
Code tested with such [maps](doc/100_tested_maps.md).