Thanks for the feedback so far, I have copied them all into my revised V1.009 task list. For greater transparency, here is my current work list for V1.009 (does not include what Ravey and Simon are doing):
FILE > IMPORT in addition to F2 for the IDE (only required AFTER hot fix as part of V1.009)
Enemies can still walk into the edge of the water when it dips down sharply, increase border around water bodies
I was lead to believe that the inability to shoot through the wire link fence had been resolved. Not so it seems
Test LUSH and LUSH2 to ensure the distant mega texture terrain is not black
1) Performance is still not up to V1.0071 levels.
2) Black textures on some models
3) Animar converted characters break in Reloaded (This is making users angry as Animar is sold as being able to convert characters for Reloaded, which isn't currently the case with the latest builds).
4) Landmine script needs converting to an array so they explode correctly.
5) Jet pack 'jet' sound 'annoying?'
6) Weapon accuracy is too random, users would prefer player skill to be the deciding factor. Make accuracy a factor distance (and gun range), and set defaults to deadly accurate for all weapons
able to have ISCHARACTER=1 and RAGDOLL=0 to allow custom animations
Add property for accuracy on weapons, and ensure by default they are mega-accurate
When CRASH while in IDE editor (not test game), IDE messes up on RESTORE, do LESS during restore (find code)
When drag around entity with new widget, ensure entity positions are updated so RIGHT CLICK works - no jump offset
Replace CIRCLE highlighter with entity shrink-wrap highlighter (instance and scale existing highlight object)
Conect the PRP button in widget to show entity properties panel so user can make changes and click APPLU
Perspective Editing in IDE Editor (WASD to move, right mouse on nothing to rotate camera), et.c.
Quickly test HUGE level which crashes with V1.0085 (5GB of files) and fix any engine irregularities
Prototype to take a series of objects, merge them into a single group of meshes, lightmap them and replace orig objs
Integrate a pre-bake process which can process static entities (as above) when save standalone or key in test game
Add REDO to the UNDO feature so you can undo the undo, so retain last action and repeat it if subseq. undo used
Add UNDO and REDO to the EDIT MENU
Load in the The Escape and play it, then load in GTTR and when you load/play it, memory crash reproducible
Detect if they have less than 1GB and inform the user of this
5. Characters need to be able to go inside buildings
I placed a Guy into a building in my private Level and he is only walking towards the wall - have characters walk INSIDE buildings using new AI obstacle system
9. When placing certain entities down (characters, weapons, etc) have new flag which does NOT stack the item!
Need thumbnail for all new modern day crate and gasmask assets
Need to find a way to silently fail the IMAGE ERROR (due to no video mem left), so that we can use a checker texture to indicate we have run out of video memory (1000% beter than an out and out crash). Also see if the VEGMASK texture can be pre-reserved and re-used so level painting is ALWAYS maintained - SIMONS IDEA to have an automatic texture reduction system in play so video memory never runs out as textures are squashed constantly make room
PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM