ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.222
Committed: Fri Jul 28 09:27:33 2006 UTC (17 years, 9 months ago) by elmex
Branch: MAIN
Changes since 1.221: +2 -0 lines
Log Message:
corner resising problem reproduced

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 1.212 - PANGO: create upstream-patch for inclusion into pango
12     - SERVER: on shtudown: wanted to save map with player => map not being saved?
13 root 1.213 - EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14 root 1.212
15 elmex 1.222 - REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is
16    
17 elmex 1.211 - check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
18 root 1.216 - spells ordering completely different for different users (maybe stored in hash?)
19 root 1.220 - identify inventory hover slowness and fix it (schmorp)
20     - IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
21 root 1.192 => either using bg attribute, or something else. neither way is currently implementable, imho
22     => or maybe using an extra icon for curses/magic items?)
23 root 1.189 offer common options such as use_skill sense xxx etc. in inventory via menu?
24 root 1.209 make simple inventory filters: most recently added/changed, normal, only unlocked
25 root 1.216 - floorbox out-of-screen after resizing (schmorp)
26     - skill book - tooltips with description and bind-to-key (schmorp)
27 root 1.208 - all dialogs should be closable with "Esc"
28 root 1.220 - notebooks should provide visual feedback (support from button class?)
29 root 1.195 - buttons should support hovering visually
30 elmex 1.207 - minor: skill list which lets u bind stuff
31 root 1.186 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32 root 1.42
33 root 1.135 should be solved/investigated before 1.0 release:
34 root 1.220 - use more graphical frames/separators to make dialogs more eye-pleasing/clean
35     - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36     - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
37 root 1.209 - playerbook/skills should have sensible tooltips with skill descriptions
38 root 1.205 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
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 root 1.220 - maybe the top 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 1.220 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
55     (after starting, press quit)
56     - currently the font texture cache leaks "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 root 1.49 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
68 root 1.37 - performance: use texture collections for upstream server data instead if gobs
69     of small textures.
70 root 1.8
71 root 1.28 TEMPORARY SERVER TODO:
72 root 1.194 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
73 root 1.32 - palyer peaceful setting should be independen of game peaceful setting
74     (i.e. one should be able to become hostile against guards but still
75     be peaceful - the palyer peaceful would be toggled by priests and shown
76     in who, the game peaceful steting would be toggled by the peaceful command
77     but not otherwise shown).
78 root 1.16 - pippij wants playerstealing to work between hostile players
79 root 1.22 - attempt_jump tries to kick jumped-into monster,s but doesn't work
80 root 1.24 - 1) If you hide, and someone can see you trying to hide, you'll get a
81     message, even when you can't see that other person.
82     - 2) hiding exp is always 1, independant of how difficult it is to hide
83     - 3) jumping into monsters does no damage, even though it's supposed to
84     be an attack (mentioned before). You also get no exp for this
85     - 10) (feature request): bug/typo/idea commands to automatically log
86     your comments, with the mentioning of the current map (and perhaps an
87     item, if you do 'bug <item>').
88 root 1.11
89 root 1.193
90     #TODO#d# display texture cache
91     {
92     glEnable GL_TEXTURE_2D;
93     glBindTexture GL_TEXTURE_2D, 41;
94     glColor 1, 1, 1, 1;
95     glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
96     glEnable GL_BLEND;
97     glBlendFunc GL_SRC_ALPHA, GL_ZERO;
98     glBegin GL_QUADS;
99     glTexCoord 0,1; glVertex 0,0;
100     glTexCoord 1,1; glVertex 255,0;
101     glTexCoord 1,0; glVertex 255,255;
102     glTexCoord 0,0; glVertex 0,255;
103     glEnd;
104     glDisable GL_BLEND;
105     glDisable GL_TEXTURE_2D;
106     }
107    
108 root 1.11 set_face 4783 => 70
109     libpng warning: Ignoring gAMA chunk with gamma=0
110     allocating id 71
111     OK
112     set_face 4782 => 71
113     libpng warning: Ignoring gAMA chunk with gamma=0
114     allocating id 72
115     OK
116     set_face 4781 => 72
117     libpng warning: Ignoring gAMA chunk with gamma=0
118     allocating id 73
119     OK
120     set_face 4784 => 73
121     libpng warning: Ignoring gAMA chunk with gamma=0
122    
123 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.
124     /*first pass*/
125     glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
126     glDepthMask(FALSE); /*disable Z buffer*/
127     if (premultpliedTransparency)
128     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
129     else
130     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
131     /*render the object here*/
132    
133     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:
134     /*second pass*/
135     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
136     glDepthMask(FALSE); /*disable Z buffer*/
137     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
138     /*render the object with alpha replaced with 1-a*/
139    
140     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:
141     /*third pass*/
142     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143     glDepthMask(TRUE); /*enable Z buffer*/
144     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145     /*render the object with alpha replaced with 1*/
146    
147