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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.196
Committed: Wed Jul 5 02:16:49 2006 UTC (17 years, 10 months ago) by root
Branch: MAIN
Changes since 1.195: +1 -0 lines
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# 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: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12 root 1.192 => either using bg attribute, or something else. neither way is currently implementable, imho
13     => or maybe using an extra icon for curses/magic items?)
14 root 1.189 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15     show player weight/max weight in inventory
16     offer common options such as use_skill sense xxx etc. in inventory via menu?
17     maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18 root 1.195 - IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19     - the inventory needs separate scrollbars. unfortunately, that means
20     addign a manual scrollbar to the other panes (skills and spells :()
21 root 1.190 - notebook should provide a visual feedback (support form button class?)
22 root 1.195 - buttons should support hovering visually
23 root 1.196 - experience change messages should include skill experience
24 root 1.188 - skill page in playerbook
25 root 1.186 - help window close button
26 root 1.180 - floorbox should show currently open container
27 root 1.179 - make simple inventory filters: most recently added/changed, normal, only unlocked
28 root 1.186 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
29 elmex 1.110 - minor: skill list which shows XP and lets u bind stuff
30 root 1.195 - experience
31 root 1.43 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 root 1.79 (after starting, press quit)
33 root 1.195 - client sometimes crashes on Mapmenu=>Toggle autopickup
34 root 1.191 - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
35 root 1.42
36 root 1.135 should be solved/investigated before 1.0 release:
37 root 1.195 - NPC dialog box should have close button which finishes the dialog
38 root 1.186 - mapmap (overview) - scroll visible area by clicking/dragging
39 root 1.195 - binding window and editor layout broken for long recordings => use scroller
40 root 1.186 - maybe open the help viewer on the first start, or a simple dialog that
41     initially lists keybidings for gcfclient converts.
42     - maybe support mb4/mb5 on selected widgets to facilitate scrolling
43     (inventory, spell list, messge log...) => marc
44     - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
45 root 1.184 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
46 root 1.175 - spell list => scroll down => "Pickup" => scrollbar not updated
47 root 1.195 - what happened to the dialog being shown when modifiers are pressed, showing
48 root 1.144 keybindings for this modifier?
49 root 1.135 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
50 root 1.186
51     post-1.0:
52 root 1.195 - store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
53     (maybe sth. else causes the slowness, such as database?)
54 root 1.192 - currently the font texture cache lacks "memory" (see texcache.c:tc_put)
55 root 1.186 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56     affect neighbouring visible pixels (border bleeding).
57     - examine etc., should use extendeddrawinfo or sth. similar
58     - player list from server for tell etc. commands
59     - save only dirty cached maps, and save dirty maps != current map
60     - look into extendedmapinfo
61     - completer should know more about arguments, e.g. cast summon pet monster,
62     or that some commands do not take arguments ("drop all").
63     - sliders do not change size after reconfigure.
64 root 1.135 - enter runmode when cursor-key repeats (maybe not?)
65     - cairo/win32 looks like shit (premultiplied alpha bug?)
66     (despite horrendous efforts, this is likely not fixable except by building a custom
67     libcairo for win32).
68     (update: disabled antialiasing, this looks bad, but much better than antialiasing)
69 root 1.49 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
70 root 1.37 - performance: use texture collections for upstream server data instead if gobs
71     of small textures.
72 root 1.8
73 root 1.28 TEMPORARY SERVER TODO:
74 root 1.194 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
75 root 1.32 - palyer peaceful setting should be independen of game peaceful setting
76     (i.e. one should be able to become hostile against guards but still
77     be peaceful - the palyer peaceful would be toggled by priests and shown
78     in who, the game peaceful steting would be toggled by the peaceful command
79     but not otherwise shown).
80 root 1.16 - pippij wants playerstealing to work between hostile players
81 root 1.22 - attempt_jump tries to kick jumped-into monster,s but doesn't work
82 root 1.24 - 1) If you hide, and someone can see you trying to hide, you'll get a
83     message, even when you can't see that other person.
84     - 2) hiding exp is always 1, independant of how difficult it is to hide
85     - 3) jumping into monsters does no damage, even though it's supposed to
86     be an attack (mentioned before). You also get no exp for this
87     - 10) (feature request): bug/typo/idea commands to automatically log
88     your comments, with the mentioning of the current map (and perhaps an
89     item, if you do 'bug <item>').
90 root 1.11
91 root 1.193
92     #TODO#d# display texture cache
93     {
94     glEnable GL_TEXTURE_2D;
95     glBindTexture GL_TEXTURE_2D, 41;
96     glColor 1, 1, 1, 1;
97     glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
98     glEnable GL_BLEND;
99     glBlendFunc GL_SRC_ALPHA, GL_ZERO;
100     glBegin GL_QUADS;
101     glTexCoord 0,1; glVertex 0,0;
102     glTexCoord 1,1; glVertex 255,0;
103     glTexCoord 1,0; glVertex 255,255;
104     glTexCoord 0,0; glVertex 0,255;
105     glEnd;
106     glDisable GL_BLEND;
107     glDisable GL_TEXTURE_2D;
108     }
109    
110 root 1.11 set_face 4783 => 70
111     libpng warning: Ignoring gAMA chunk with gamma=0
112     allocating id 71
113     OK
114     set_face 4782 => 71
115     libpng warning: Ignoring gAMA chunk with gamma=0
116     allocating id 72
117     OK
118     set_face 4781 => 72
119     libpng warning: Ignoring gAMA chunk with gamma=0
120     allocating id 73
121     OK
122     set_face 4784 => 73
123     libpng warning: Ignoring gAMA chunk with gamma=0
124    
125 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.
126     /*first pass*/
127     glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
128     glDepthMask(FALSE); /*disable Z buffer*/
129     if (premultpliedTransparency)
130     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
131     else
132     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
133     /*render the object here*/
134    
135     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:
136     /*second pass*/
137     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138     glDepthMask(FALSE); /*disable Z buffer*/
139     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140     /*render the object with alpha replaced with 1-a*/
141    
142     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:
143     /*third pass*/
144     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
145     glDepthMask(TRUE); /*enable Z buffer*/
146     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
147     /*render the object with alpha replaced with 1*/
148    
149