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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.230
Committed: Sun Aug 13 02:43:22 2006 UTC (17 years, 9 months ago) by root
Branch: MAIN
Changes since 1.229: +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 1.212 - PANGO: create upstream-patch for inclusion into pango
12 root 1.224 - SERVER: document ext/mapinfo and cfplus.ext
13 root 1.227 - SERVER: memleak like hell: probably event-related?
14 root 1.212
15 elmex 1.211 - check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
16 elmex 1.226 - skill book - tooltips with description (schmorp)
17 root 1.224 - IMPORTANT: server-protocol/upgrade etc.
18     - IMPORTANT: good installation instructions/problem faq.
19 root 1.42
20 root 1.135 should be solved/investigated before 1.0 release:
21 root 1.229 - <tt> not working on windows ?!
22 root 1.230 - IMPORTANT: text/images in window's/viewports washed out: 0.5 pixle offste somewhere?
23 root 1.229 - IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219.
24     ^^^^ when pressing shift-insert
25 root 1.224 - offer common options such as use_skill sense xxx etc. in inventory via menu?
26     - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27     - buttons should support hovering visually
28     - notebooks should provide visual feedback (support from button class?)
29     - floorbox out-of-screen after resizing (schmorp)
30     - identify inventory hover slowness and fix it (schmorp)
31 root 1.220 - use more graphical frames/separators to make dialogs more eye-pleasing/clean
32     - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
33     - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
34 root 1.209 - playerbook/skills should have sensible tooltips with skill descriptions
35 root 1.205 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
36 root 1.195 - NPC dialog box should have close button which finishes the dialog
37 root 1.186 - mapmap (overview) - scroll visible area by clicking/dragging
38 root 1.195 - binding window and editor layout broken for long recordings => use scroller
39 root 1.186 - maybe open the help viewer on the first start, or a simple dialog that
40     initially lists keybidings for gcfclient converts.
41     - maybe support mb4/mb5 on selected widgets to facilitate scrolling
42     (inventory, spell list, messge log...) => marc
43 root 1.220 - maybe the top fancyframe border should be larger (for close button and title to be more visible?)
44 root 1.184 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
45 root 1.175 - spell list => scroll down => "Pickup" => scrollbar not updated
46 root 1.195 - what happened to the dialog being shown when modifiers are pressed, showing
47 root 1.144 keybindings for this modifier?
48 root 1.135 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
49 root 1.186
50     post-1.0:
51 root 1.220 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
52     (after starting, press quit)
53     - currently the font texture cache leaks "memory" (see texcache.c:tc_put)
54 root 1.186 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
55     affect neighbouring visible pixels (border bleeding).
56     - examine etc., should use extendeddrawinfo or sth. similar
57     - player list from server for tell etc. commands
58     - save only dirty cached maps, and save dirty maps != current map
59     - look into extendedmapinfo
60     - completer should know more about arguments, e.g. cast summon pet monster,
61     or that some commands do not take arguments ("drop all").
62     - sliders do not change size after reconfigure.
63 root 1.135 - enter runmode when cursor-key repeats (maybe not?)
64 root 1.49 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
65 root 1.37 - performance: use texture collections for upstream server data instead if gobs
66     of small textures.
67 root 1.8
68 root 1.28 TEMPORARY SERVER TODO:
69 root 1.194 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
70 root 1.32 - palyer peaceful setting should be independen of game peaceful setting
71     (i.e. one should be able to become hostile against guards but still
72     be peaceful - the palyer peaceful would be toggled by priests and shown
73     in who, the game peaceful steting would be toggled by the peaceful command
74     but not otherwise shown).
75 root 1.16 - pippij wants playerstealing to work between hostile players
76 root 1.22 - attempt_jump tries to kick jumped-into monster,s but doesn't work
77 root 1.24 - 1) If you hide, and someone can see you trying to hide, you'll get a
78     message, even when you can't see that other person.
79     - 2) hiding exp is always 1, independant of how difficult it is to hide
80     - 3) jumping into monsters does no damage, even though it's supposed to
81     be an attack (mentioned before). You also get no exp for this
82     - 10) (feature request): bug/typo/idea commands to automatically log
83     your comments, with the mentioning of the current map (and perhaps an
84     item, if you do 'bug <item>').
85 root 1.11
86 root 1.193
87     #TODO#d# display texture cache
88     {
89     glEnable GL_TEXTURE_2D;
90     glBindTexture GL_TEXTURE_2D, 41;
91     glColor 1, 1, 1, 1;
92     glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
93     glEnable GL_BLEND;
94     glBlendFunc GL_SRC_ALPHA, GL_ZERO;
95     glBegin GL_QUADS;
96     glTexCoord 0,1; glVertex 0,0;
97     glTexCoord 1,1; glVertex 255,0;
98     glTexCoord 1,0; glVertex 255,255;
99     glTexCoord 0,0; glVertex 0,255;
100     glEnd;
101     glDisable GL_BLEND;
102     glDisable GL_TEXTURE_2D;
103     }
104    
105 root 1.11 set_face 4783 => 70
106     libpng warning: Ignoring gAMA chunk with gamma=0
107     allocating id 71
108     OK
109     set_face 4782 => 71
110     libpng warning: Ignoring gAMA chunk with gamma=0
111     allocating id 72
112     OK
113     set_face 4781 => 72
114     libpng warning: Ignoring gAMA chunk with gamma=0
115     allocating id 73
116     OK
117     set_face 4784 => 73
118     libpng warning: Ignoring gAMA chunk with gamma=0
119    
120 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.
121     /*first pass*/
122     glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
123     glDepthMask(FALSE); /*disable Z buffer*/
124     if (premultpliedTransparency)
125     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
126     else
127     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
128     /*render the object here*/
129    
130     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:
131     /*second pass*/
132     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
133     glDepthMask(FALSE); /*disable Z buffer*/
134     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
135     /*render the object with alpha replaced with 1-a*/
136    
137     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:
138     /*third pass*/
139     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140     glDepthMask(TRUE); /*enable Z buffer*/
141     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142     /*render the object with alpha replaced with 1*/
143    
144