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Revision: 1.201
Committed: Thu Jul 6 22:22:38 2006 UTC (17 years, 10 months ago) by root
Branch: MAIN
Changes since 1.200: +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 root 1.197 - IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20 root 1.198 - IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419.
21     - IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22 root 1.201 - IMPORTANT: save palyerbook position
23 root 1.199 - maybe Quit menu point into map menu (with dialog when logge din, as usual?)
24 root 1.195 - the inventory needs separate scrollbars. unfortunately, that means
25     addign a manual scrollbar to the other panes (skills and spells :()
26 root 1.190 - notebook should provide a visual feedback (support form button class?)
27 root 1.195 - buttons should support hovering visually
28 root 1.196 - experience change messages should include skill experience
29 root 1.188 - skill page in playerbook
30 root 1.186 - help window close button
31 root 1.180 - floorbox should show currently open container
32 root 1.179 - make simple inventory filters: most recently added/changed, normal, only unlocked
33 root 1.186 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34 elmex 1.110 - minor: skill list which shows XP and lets u bind stuff
35 root 1.195 - experience
36 root 1.43 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 root 1.79 (after starting, press quit)
38 root 1.195 - client sometimes crashes on Mapmenu=>Toggle autopickup
39 root 1.191 - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
40 root 1.42
41 root 1.135 should be solved/investigated before 1.0 release:
42 root 1.195 - NPC dialog box should have close button which finishes the dialog
43 root 1.186 - mapmap (overview) - scroll visible area by clicking/dragging
44 root 1.195 - binding window and editor layout broken for long recordings => use scroller
45 root 1.186 - maybe open the help viewer on the first start, or a simple dialog that
46     initially lists keybidings for gcfclient converts.
47     - maybe support mb4/mb5 on selected widgets to facilitate scrolling
48     (inventory, spell list, messge log...) => marc
49     - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
50 root 1.184 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
51 root 1.175 - spell list => scroll down => "Pickup" => scrollbar not updated
52 root 1.195 - what happened to the dialog being shown when modifiers are pressed, showing
53 root 1.144 keybindings for this modifier?
54 root 1.135 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
55 root 1.186
56     post-1.0:
57 root 1.195 - store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
58     (maybe sth. else causes the slowness, such as database?)
59 root 1.192 - currently the font texture cache lacks "memory" (see texcache.c:tc_put)
60 root 1.186 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61     affect neighbouring visible pixels (border bleeding).
62     - examine etc., should use extendeddrawinfo or sth. similar
63     - player list from server for tell etc. commands
64     - save only dirty cached maps, and save dirty maps != current map
65     - look into extendedmapinfo
66     - completer should know more about arguments, e.g. cast summon pet monster,
67     or that some commands do not take arguments ("drop all").
68     - sliders do not change size after reconfigure.
69 root 1.135 - enter runmode when cursor-key repeats (maybe not?)
70     - cairo/win32 looks like shit (premultiplied alpha bug?)
71     (despite horrendous efforts, this is likely not fixable except by building a custom
72     libcairo for win32).
73     (update: disabled antialiasing, this looks bad, but much better than antialiasing)
74 root 1.49 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
75 root 1.37 - performance: use texture collections for upstream server data instead if gobs
76     of small textures.
77 root 1.8
78 root 1.28 TEMPORARY SERVER TODO:
79 root 1.194 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
80 root 1.32 - palyer peaceful setting should be independen of game peaceful setting
81     (i.e. one should be able to become hostile against guards but still
82     be peaceful - the palyer peaceful would be toggled by priests and shown
83     in who, the game peaceful steting would be toggled by the peaceful command
84     but not otherwise shown).
85 root 1.16 - pippij wants playerstealing to work between hostile players
86 root 1.22 - attempt_jump tries to kick jumped-into monster,s but doesn't work
87 root 1.24 - 1) If you hide, and someone can see you trying to hide, you'll get a
88     message, even when you can't see that other person.
89     - 2) hiding exp is always 1, independant of how difficult it is to hide
90     - 3) jumping into monsters does no damage, even though it's supposed to
91     be an attack (mentioned before). You also get no exp for this
92     - 10) (feature request): bug/typo/idea commands to automatically log
93     your comments, with the mentioning of the current map (and perhaps an
94     item, if you do 'bug <item>').
95 root 1.11
96 root 1.193
97     #TODO#d# display texture cache
98     {
99     glEnable GL_TEXTURE_2D;
100     glBindTexture GL_TEXTURE_2D, 41;
101     glColor 1, 1, 1, 1;
102     glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103     glEnable GL_BLEND;
104     glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105     glBegin GL_QUADS;
106     glTexCoord 0,1; glVertex 0,0;
107     glTexCoord 1,1; glVertex 255,0;
108     glTexCoord 1,0; glVertex 255,255;
109     glTexCoord 0,0; glVertex 0,255;
110     glEnd;
111     glDisable GL_BLEND;
112     glDisable GL_TEXTURE_2D;
113     }
114    
115 root 1.11 set_face 4783 => 70
116     libpng warning: Ignoring gAMA chunk with gamma=0
117     allocating id 71
118     OK
119     set_face 4782 => 71
120     libpng warning: Ignoring gAMA chunk with gamma=0
121     allocating id 72
122     OK
123     set_face 4781 => 72
124     libpng warning: Ignoring gAMA chunk with gamma=0
125     allocating id 73
126     OK
127     set_face 4784 => 73
128     libpng warning: Ignoring gAMA chunk with gamma=0
129    
130 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.
131     /*first pass*/
132     glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
133     glDepthMask(FALSE); /*disable Z buffer*/
134     if (premultpliedTransparency)
135     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
136     else
137     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
138     /*render the object here*/
139    
140     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:
141     /*second pass*/
142     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143     glDepthMask(FALSE); /*disable Z buffer*/
144     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145     /*render the object with alpha replaced with 1-a*/
146    
147     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:
148     /*third pass*/
149     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
150     glDepthMask(TRUE); /*enable Z buffer*/
151     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
152     /*render the object with alpha replaced with 1*/
153    
154