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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.247
Committed: Mon Nov 20 16:41:46 2006 UTC (17 years, 5 months ago) by root
Branch: MAIN
Changes since 1.246: +0 -3 lines
Log Message:
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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 root 1.212 - PANGO: create upstream-patch for inclusion into pango
7 root 1.224 - SERVER: document ext/mapinfo and cfplus.ext
8 root 1.243 - SERVER: memleak like hell: probably event-related? (probably not real)
9 root 1.239 - LONG-TERM: party member health etc. status (needs player list, then trivial)
10 root 1.231 - LONG-TERM: map landmark labels
11     - LONG-TERM: player on map name
12 root 1.212
13 root 1.224 - IMPORTANT: server-protocol/upgrade etc.
14     - IMPORTANT: good installation instructions/problem faq.
15 root 1.238 - IMPORTANT: database creation parameters borked - fix and find upgrad epath
16     - FEATURE: beside the floorbox, have a recent inventory items box
17 root 1.239 - fix the pod referencing - L<glossary/space> does not get you anywhere.
18     * possibly look into auto-marking (wiki-style) certain key sequences.
19 root 1.42
20 root 1.135 should be solved/investigated before 1.0 release:
21 root 1.242 - maybe embed buttons for stuff liek accept-invitation, bind spell etc.
22 root 1.234 - (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
23 root 1.231 - when in history "mode", completer cannot access completions at all
24     - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25 root 1.224 - offer common options such as use_skill sense xxx etc. in inventory via menu?
26     - buttons should support hovering visually
27     - notebooks should provide visual feedback (support from button class?)
28     - floorbox out-of-screen after resizing (schmorp)
29     - identify inventory hover slowness and fix it (schmorp)
30 root 1.220 - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31 root 1.209 - playerbook/skills should have sensible tooltips with skill descriptions
32 root 1.205 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
33 root 1.186 - mapmap (overview) - scroll visible area by clicking/dragging
34 root 1.195 - binding window and editor layout broken for long recordings => use scroller
35 root 1.186 - maybe open the help viewer on the first start, or a simple dialog that
36     initially lists keybidings for gcfclient converts.
37 root 1.220 - maybe the top fancyframe border should be larger (for close button and title to be more visible?)
38 root 1.195 - what happened to the dialog being shown when modifiers are pressed, showing
39 root 1.144 keybindings for this modifier?
40 root 1.186
41     post-1.0:
42 root 1.220 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
43     (after starting, press quit)
44     - currently the font texture cache leaks "memory" (see texcache.c:tc_put)
45 root 1.186 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
46     affect neighbouring visible pixels (border bleeding).
47     - examine etc., should use extendeddrawinfo or sth. similar
48     - player list from server for tell etc. commands
49     - save only dirty cached maps, and save dirty maps != current map
50     - look into extendedmapinfo
51     - completer should know more about arguments, e.g. cast summon pet monster,
52     or that some commands do not take arguments ("drop all").
53     - sliders do not change size after reconfigure.
54 root 1.135 - enter runmode when cursor-key repeats (maybe not?)
55 root 1.49 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
56 root 1.37 - performance: use texture collections for upstream server data instead if gobs
57     of small textures.
58 root 1.246 - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
59 root 1.8
60 root 1.28 TEMPORARY SERVER TODO:
61 root 1.194 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
62 root 1.32 - palyer peaceful setting should be independen of game peaceful setting
63     (i.e. one should be able to become hostile against guards but still
64     be peaceful - the palyer peaceful would be toggled by priests and shown
65     in who, the game peaceful steting would be toggled by the peaceful command
66     but not otherwise shown).
67 root 1.22 - attempt_jump tries to kick jumped-into monster,s but doesn't work
68 root 1.24 - 1) If you hide, and someone can see you trying to hide, you'll get a
69     message, even when you can't see that other person.
70     - 2) hiding exp is always 1, independant of how difficult it is to hide
71     - 3) jumping into monsters does no damage, even though it's supposed to
72     be an attack (mentioned before). You also get no exp for this
73     - 10) (feature request): bug/typo/idea commands to automatically log
74     your comments, with the mentioning of the current map (and perhaps an
75     item, if you do 'bug <item>').
76 root 1.11
77 root 1.193
78     #TODO#d# display texture cache
79     {
80     glEnable GL_TEXTURE_2D;
81     glBindTexture GL_TEXTURE_2D, 41;
82     glColor 1, 1, 1, 1;
83     glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
84     glEnable GL_BLEND;
85     glBlendFunc GL_SRC_ALPHA, GL_ZERO;
86     glBegin GL_QUADS;
87     glTexCoord 0,1; glVertex 0,0;
88     glTexCoord 1,1; glVertex 255,0;
89     glTexCoord 1,0; glVertex 255,255;
90     glTexCoord 0,0; glVertex 0,255;
91     glEnd;
92     glDisable GL_BLEND;
93     glDisable GL_TEXTURE_2D;
94     }
95    
96 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.
97     /*first pass*/
98     glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
99     glDepthMask(FALSE); /*disable Z buffer*/
100     if (premultpliedTransparency)
101     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
102     else
103     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
104     /*render the object here*/
105    
106     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:
107     /*second pass*/
108     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
109     glDepthMask(FALSE); /*disable Z buffer*/
110     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
111     /*render the object with alpha replaced with 1-a*/
112    
113     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:
114     /*third pass*/
115     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
116     glDepthMask(TRUE); /*enable Z buffer*/
117     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
118     /*render the object with alpha replaced with 1*/
119    
120