--- deliantra/Deliantra-Client/TODO 2006/11/19 20:31:28 1.245 +++ deliantra/Deliantra-Client/TODO 2006/11/19 20:34:50 1.246 @@ -30,9 +30,7 @@ - notebooks should provide visual feedback (support from button class?) - floorbox out-of-screen after resizing (schmorp) - identify inventory hover slowness and fix it (schmorp) -- use more graphical frames/separators to make dialogs more eye-pleasing/clean - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. -- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not - playerbook/skills should have sensible tooltips with skill descriptions - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) - mapmap (overview) - scroll visible area by clicking/dragging @@ -60,6 +58,7 @@ - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). - performance: use texture collections for upstream server data instead if gobs of small textures. +- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not TEMPORARY SERVER TODO: - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) @@ -68,7 +67,6 @@ be peaceful - the palyer peaceful would be toggled by priests and shown in who, the game peaceful steting would be toggled by the peaceful command but not otherwise shown). -- pippij wants playerstealing to work between hostile players - attempt_jump tries to kick jumped-into monster,s but doesn't work - 1) If you hide, and someone can see you trying to hide, you'll get a message, even when you can't see that other person. @@ -98,21 +96,6 @@ glDisable GL_TEXTURE_2D; } -set_face 4783 => 70 -libpng warning: Ignoring gAMA chunk with gamma=0 -allocating id 71 -OK -set_face 4782 => 71 -libpng warning: Ignoring gAMA chunk with gamma=0 -allocating id 72 -OK -set_face 4781 => 72 -libpng warning: Ignoring gAMA chunk with gamma=0 -allocating id 73 -OK -set_face 4784 => 73 -libpng warning: Ignoring gAMA chunk with gamma=0 - 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. /*first pass*/ glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/