ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.194
Committed: Wed Jul 5 00:23:06 2006 UTC (17 years, 10 months ago) by root
Branch: MAIN
Changes since 1.193: +1 -0 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 root 1.47 http://www.vionline.com/sound.html
2     http://www.stonewashed.net/2.html
3 root 1.175
4 root 1.7 http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5    
6 elmex 1.34 12:17 <@schmorp> i do list all libs manually for pclient
7     12:17 <@schmorp> will have to do that for gce too
8     12:17 <@schmorp> remind me of it
9     12:17 <@schmorp> qwhen i next bundle it
10    
11 root 1.188 - IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579.
12     - IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13 root 1.192 => either using bg attribute, or something else. neither way is currently implementable, imho
14     => or maybe using an extra icon for curses/magic items?)
15 root 1.189 maybe drag&drop, otherwise two containers side-by-side makes little sense.
16     show player weight/max weight in inventory
17     offer common options such as use_skill sense xxx etc. in inventory via menu?
18     maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
19 root 1.190 - notebook should provide a visual feedback (support form button class?)
20 root 1.193 - IMPORTANT: store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
21 root 1.188 - skill page in playerbook
22 root 1.186 - enable autopickup/disable in right-click menĂ¼ for map
23     - help window close button
24 root 1.180 - floorbox should show currently open container
25 root 1.179 - make simple inventory filters: most recently added/changed, normal, only unlocked
26 root 1.186 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27 elmex 1.110 - minor: skill list which shows XP and lets u bind stuff
28 root 1.43 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 root 1.79 (after starting, press quit)
30 root 1.191 - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
31 root 1.42
32 root 1.135 should be solved/investigated before 1.0 release:
33 root 1.186 - mapmap (overview) - scroll visible area by clicking/dragging
34     - binding window and editor layout broken for long recordings
35     - maybe open the help viewer on the first start, or a simple dialog that
36     initially lists keybidings for gcfclient converts.
37     - maybe support mb4/mb5 on selected widgets to facilitate scrolling
38     (inventory, spell list, messge log...) => marc
39     - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
40 root 1.184 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
41 root 1.175 - spell list => scroll down => "Pickup" => scrollbar not updated
42 root 1.144 - what happened to the dialog being shown when modifiera are pressed, showing
43     keybindings for this modifier?
44 root 1.135 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45 root 1.186
46     post-1.0:
47 root 1.192 - currently the font texture cache lacks "memory" (see texcache.c:tc_put)
48 root 1.186 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49     affect neighbouring visible pixels (border bleeding).
50     - examine etc., should use extendeddrawinfo or sth. similar
51     - player list from server for tell etc. commands
52     - save only dirty cached maps, and save dirty maps != current map
53     - look into extendedmapinfo
54     - completer should know more about arguments, e.g. cast summon pet monster,
55     or that some commands do not take arguments ("drop all").
56     - sliders do not change size after reconfigure.
57 root 1.135 - enter runmode when cursor-key repeats (maybe not?)
58     - cairo/win32 looks like shit (premultiplied alpha bug?)
59     (despite horrendous efforts, this is likely not fixable except by building a custom
60     libcairo for win32).
61     (update: disabled antialiasing, this looks bad, but much better than antialiasing)
62 root 1.49 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63 root 1.37 - performance: use texture collections for upstream server data instead if gobs
64     of small textures.
65 root 1.8
66 root 1.28 TEMPORARY SERVER TODO:
67 root 1.194 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68 root 1.32 - palyer peaceful setting should be independen of game peaceful setting
69     (i.e. one should be able to become hostile against guards but still
70     be peaceful - the palyer peaceful would be toggled by priests and shown
71     in who, the game peaceful steting would be toggled by the peaceful command
72     but not otherwise shown).
73 root 1.16 - pippij wants playerstealing to work between hostile players
74 root 1.22 - attempt_jump tries to kick jumped-into monster,s but doesn't work
75 root 1.24 - 1) If you hide, and someone can see you trying to hide, you'll get a
76     message, even when you can't see that other person.
77     - 2) hiding exp is always 1, independant of how difficult it is to hide
78     - 3) jumping into monsters does no damage, even though it's supposed to
79     be an attack (mentioned before). You also get no exp for this
80     - 10) (feature request): bug/typo/idea commands to automatically log
81     your comments, with the mentioning of the current map (and perhaps an
82     item, if you do 'bug <item>').
83 root 1.11
84 root 1.193
85     #TODO#d# display texture cache
86     {
87     glEnable GL_TEXTURE_2D;
88     glBindTexture GL_TEXTURE_2D, 41;
89     glColor 1, 1, 1, 1;
90     glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
91     glEnable GL_BLEND;
92     glBlendFunc GL_SRC_ALPHA, GL_ZERO;
93     glBegin GL_QUADS;
94     glTexCoord 0,1; glVertex 0,0;
95     glTexCoord 1,1; glVertex 255,0;
96     glTexCoord 1,0; glVertex 255,255;
97     glTexCoord 0,0; glVertex 0,255;
98     glEnd;
99     glDisable GL_BLEND;
100     glDisable GL_TEXTURE_2D;
101     }
102    
103 root 1.11 set_face 4783 => 70
104     libpng warning: Ignoring gAMA chunk with gamma=0
105     allocating id 71
106     OK
107     set_face 4782 => 71
108     libpng warning: Ignoring gAMA chunk with gamma=0
109     allocating id 72
110     OK
111     set_face 4781 => 72
112     libpng warning: Ignoring gAMA chunk with gamma=0
113     allocating id 73
114     OK
115     set_face 4784 => 73
116     libpng warning: Ignoring gAMA chunk with gamma=0
117    
118 root 1.122 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass.
119     /*first pass*/
120     glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121     glDepthMask(FALSE); /*disable Z buffer*/
122     if (premultpliedTransparency)
123     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124     else
125     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126     /*render the object here*/
127    
128     On the second pass, you should set the frame buffer alpha channel value to (1- a s )(1- a d ). To do this, you need to render the object again, with a different alpha value, as follows:
129     /*second pass*/
130     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131     glDepthMask(FALSE); /*disable Z buffer*/
132     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133     /*render the object with alpha replaced with 1-a*/
134    
135     Finally, the third pass should replace the value in the alpha channel with the final value 1-((1- a s )(1- a d )). To do this, you need to render the object again, with its alpha value set to 1, as follows:
136     /*third pass*/
137     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138     glDepthMask(TRUE); /*enable Z buffer*/
139     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140     /*render the object with alpha replaced with 1*/
141    
142