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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.187
Committed: Sun Jul 2 22:10:57 2006 UTC (17 years, 10 months ago) by elmex
Branch: MAIN
Changes since 1.186: +1 -0 lines
Log Message:
added todo item

File Contents

# Content
1 http://www.vionline.com/sound.html
2 http://www.stonewashed.net/2.html
3
4 http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5
6 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 - IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12 bind action stays open when closing theamcro recorder
13 - IMPORTANT: discuss topmost menu, minor issues
14 - enable autopickup/disable in right-click menĂ¼ for map
15 - help window close button
16 - floorbox should show currently open container
17 - make simple inventory filters: most recently added/changed, normal, only unlocked
18 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
19 - minor: skill list which shows XP and lets u bind stuff
20 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
21 (after starting, press quit)
22 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
23 - show stat changes in statusbox
24
25 should be solved/investigated before 1.0 release:
26 - mapmap (overview) - scroll visible area by clicking/dragging
27 - binding window and editor layout broken for long recordings
28 - maybe open the help viewer on the first start, or a simple dialog that
29 initially lists keybidings for gcfclient converts.
30 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
31 (inventory, spell list, messge log...) => marc
32 - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
33 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
34 - spell list => scroll down => "Pickup" => scrollbar not updated
35 - what happened to the dialog being shown when modifiera are pressed, showing
36 keybindings for this modifier?
37 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38
39 post-1.0:
40 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41 affect neighbouring visible pixels (border bleeding).
42 - examine etc., should use extendeddrawinfo or sth. similar
43 - player list from server for tell etc. commands
44 - save only dirty cached maps, and save dirty maps != current map
45 - look into extendedmapinfo
46 - completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all").
48 - sliders do not change size after reconfigure.
49 - enter runmode when cursor-key repeats (maybe not?)
50 - cairo/win32 looks like shit (premultiplied alpha bug?)
51 (despite horrendous efforts, this is likely not fixable except by building a custom
52 libcairo for win32).
53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
54 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
55 - performance: use texture collections for upstream server data instead if gobs
56 of small textures.
57
58 TEMPORARY SERVER TODO:
59 - palyer peaceful setting should be independen of game peaceful setting
60 (i.e. one should be able to become hostile against guards but still
61 be peaceful - the palyer peaceful would be toggled by priests and shown
62 in who, the game peaceful steting would be toggled by the peaceful command
63 but not otherwise shown).
64 - pippij wants playerstealing to work between hostile players
65 - attempt_jump tries to kick jumped-into monster,s but doesn't work
66 - 1) If you hide, and someone can see you trying to hide, you'll get a
67 message, even when you can't see that other person.
68 - 2) hiding exp is always 1, independant of how difficult it is to hide
69 - 3) jumping into monsters does no damage, even though it's supposed to
70 be an attack (mentioned before). You also get no exp for this
71 - 10) (feature request): bug/typo/idea commands to automatically log
72 your comments, with the mentioning of the current map (and perhaps an
73 item, if you do 'bug <item>').
74
75 set_face 4783 => 70
76 libpng warning: Ignoring gAMA chunk with gamma=0
77 allocating id 71
78 OK
79 set_face 4782 => 71
80 libpng warning: Ignoring gAMA chunk with gamma=0
81 allocating id 72
82 OK
83 set_face 4781 => 72
84 libpng warning: Ignoring gAMA chunk with gamma=0
85 allocating id 73
86 OK
87 set_face 4784 => 73
88 libpng warning: Ignoring gAMA chunk with gamma=0
89
90 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.
91 /*first pass*/
92 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
93 glDepthMask(FALSE); /*disable Z buffer*/
94 if (premultpliedTransparency)
95 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
96 else
97 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
98 /*render the object here*/
99
100 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:
101 /*second pass*/
102 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
103 glDepthMask(FALSE); /*disable Z buffer*/
104 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
105 /*render the object with alpha replaced with 1-a*/
106
107 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:
108 /*third pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(TRUE); /*enable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1*/
113
114