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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.202
Committed: Mon Jul 10 06:59:13 2006 UTC (17 years, 10 months ago) by elmex
Branch: MAIN
Changes since 1.201: +1 -4 lines
Log Message:
implemented player book position saving and removed some done
todo items.

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: 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 1.199 - maybe Quit menu point into map menu (with dialog when logge din, as usual?)
23 root 1.195 - the inventory needs separate scrollbars. unfortunately, that means
24     addign a manual scrollbar to the other panes (skills and spells :()
25 root 1.190 - notebook should provide a visual feedback (support form button class?)
26 root 1.195 - buttons should support hovering visually
27 root 1.196 - experience change messages should include skill experience
28 elmex 1.202 - skill page in playerbook (minor: skill list which shows XP and lets u bind stuff)
29 root 1.180 - floorbox should show currently open container
30 root 1.179 - make simple inventory filters: most recently added/changed, normal, only unlocked
31 root 1.186 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32 root 1.195 - experience
33 root 1.43 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 root 1.79 (after starting, press quit)
35 root 1.195 - client sometimes crashes on Mapmenu=>Toggle autopickup
36 root 1.191 - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
37 root 1.42
38 root 1.135 should be solved/investigated before 1.0 release:
39 root 1.195 - NPC dialog box should have close button which finishes the dialog
40 root 1.186 - mapmap (overview) - scroll visible area by clicking/dragging
41 root 1.195 - binding window and editor layout broken for long recordings => use scroller
42 root 1.186 - maybe open the help viewer on the first start, or a simple dialog that
43     initially lists keybidings for gcfclient converts.
44     - maybe support mb4/mb5 on selected widgets to facilitate scrolling
45     (inventory, spell list, messge log...) => marc
46     - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
47 root 1.184 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
48 root 1.175 - spell list => scroll down => "Pickup" => scrollbar not updated
49 root 1.195 - what happened to the dialog being shown when modifiers are pressed, showing
50 root 1.144 keybindings for this modifier?
51 root 1.135 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52 root 1.186
53     post-1.0:
54 root 1.195 - store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
55     (maybe sth. else causes the slowness, such as database?)
56 root 1.192 - currently the font texture cache lacks "memory" (see texcache.c:tc_put)
57 root 1.186 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
58     affect neighbouring visible pixels (border bleeding).
59     - examine etc., should use extendeddrawinfo or sth. similar
60     - player list from server for tell etc. commands
61     - save only dirty cached maps, and save dirty maps != current map
62     - look into extendedmapinfo
63     - completer should know more about arguments, e.g. cast summon pet monster,
64     or that some commands do not take arguments ("drop all").
65     - sliders do not change size after reconfigure.
66 root 1.135 - enter runmode when cursor-key repeats (maybe not?)
67     - cairo/win32 looks like shit (premultiplied alpha bug?)
68     (despite horrendous efforts, this is likely not fixable except by building a custom
69     libcairo for win32).
70     (update: disabled antialiasing, this looks bad, but much better than antialiasing)
71 root 1.49 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
72 root 1.37 - performance: use texture collections for upstream server data instead if gobs
73     of small textures.
74 root 1.8
75 root 1.28 TEMPORARY SERVER TODO:
76 root 1.194 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
77 root 1.32 - palyer peaceful setting should be independen of game peaceful setting
78     (i.e. one should be able to become hostile against guards but still
79     be peaceful - the palyer peaceful would be toggled by priests and shown
80     in who, the game peaceful steting would be toggled by the peaceful command
81     but not otherwise shown).
82 root 1.16 - pippij wants playerstealing to work between hostile players
83 root 1.22 - attempt_jump tries to kick jumped-into monster,s but doesn't work
84 root 1.24 - 1) If you hide, and someone can see you trying to hide, you'll get a
85     message, even when you can't see that other person.
86     - 2) hiding exp is always 1, independant of how difficult it is to hide
87     - 3) jumping into monsters does no damage, even though it's supposed to
88     be an attack (mentioned before). You also get no exp for this
89     - 10) (feature request): bug/typo/idea commands to automatically log
90     your comments, with the mentioning of the current map (and perhaps an
91     item, if you do 'bug <item>').
92 root 1.11
93 root 1.193
94     #TODO#d# display texture cache
95     {
96     glEnable GL_TEXTURE_2D;
97     glBindTexture GL_TEXTURE_2D, 41;
98     glColor 1, 1, 1, 1;
99     glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
100     glEnable GL_BLEND;
101     glBlendFunc GL_SRC_ALPHA, GL_ZERO;
102     glBegin GL_QUADS;
103     glTexCoord 0,1; glVertex 0,0;
104     glTexCoord 1,1; glVertex 255,0;
105     glTexCoord 1,0; glVertex 255,255;
106     glTexCoord 0,0; glVertex 0,255;
107     glEnd;
108     glDisable GL_BLEND;
109     glDisable GL_TEXTURE_2D;
110     }
111    
112 root 1.11 set_face 4783 => 70
113     libpng warning: Ignoring gAMA chunk with gamma=0
114     allocating id 71
115     OK
116     set_face 4782 => 71
117     libpng warning: Ignoring gAMA chunk with gamma=0
118     allocating id 72
119     OK
120     set_face 4781 => 72
121     libpng warning: Ignoring gAMA chunk with gamma=0
122     allocating id 73
123     OK
124     set_face 4784 => 73
125     libpng warning: Ignoring gAMA chunk with gamma=0
126    
127 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.
128     /*first pass*/
129     glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
130     glDepthMask(FALSE); /*disable Z buffer*/
131     if (premultpliedTransparency)
132     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
133     else
134     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
135     /*render the object here*/
136    
137     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:
138     /*second pass*/
139     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140     glDepthMask(FALSE); /*disable Z buffer*/
141     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142     /*render the object with alpha replaced with 1-a*/
143    
144     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:
145     /*third pass*/
146     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
147     glDepthMask(TRUE); /*enable Z buffer*/
148     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
149     /*render the object with alpha replaced with 1*/
150    
151