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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.189
Committed: Mon Jul 3 00:40:56 2006 UTC (17 years, 10 months ago) by root
Branch: MAIN
Changes since 1.188: +4 -0 lines
Log Message:
*** empty log message ***

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: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579.
12 - IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
14 show player weight/max weight in inventory
15 offer common options such as use_skill sense xxx etc. in inventory via menu?
16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
17 - skill page in playerbook
18 - enable autopickup/disable in right-click menĂ¼ for map
19 - help window close button
20 - floorbox should show currently open container
21 - make simple inventory filters: most recently added/changed, normal, only unlocked
22 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
23 - minor: skill list which shows XP and lets u bind stuff
24 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, press quit)
26 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
27 - show stat changes in statusbox
28
29 should be solved/investigated before 1.0 release:
30 - mapmap (overview) - scroll visible area by clicking/dragging
31 - binding window and editor layout broken for long recordings
32 - maybe open the help viewer on the first start, or a simple dialog that
33 initially lists keybidings for gcfclient converts.
34 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
35 (inventory, spell list, messge log...) => marc
36 - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
37 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
38 - spell list => scroll down => "Pickup" => scrollbar not updated
39 - what happened to the dialog being shown when modifiera are pressed, showing
40 keybindings for this modifier?
41 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
42
43 post-1.0:
44 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
45 affect neighbouring visible pixels (border bleeding).
46 - examine etc., should use extendeddrawinfo or sth. similar
47 - player list from server for tell etc. commands
48 - save only dirty cached maps, and save dirty maps != current map
49 - look into extendedmapinfo
50 - completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all").
52 - sliders do not change size after reconfigure.
53 - enter runmode when cursor-key repeats (maybe not?)
54 - cairo/win32 looks like shit (premultiplied alpha bug?)
55 (despite horrendous efforts, this is likely not fixable except by building a custom
56 libcairo for win32).
57 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
58 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
59 - performance: use texture collections for upstream server data instead if gobs
60 of small textures.
61
62 TEMPORARY SERVER TODO:
63 - palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown
66 in who, the game peaceful steting would be toggled by the peaceful command
67 but not otherwise shown).
68 - pippij wants playerstealing to work between hostile players
69 - attempt_jump tries to kick jumped-into monster,s but doesn't work
70 - 1) If you hide, and someone can see you trying to hide, you'll get a
71 message, even when you can't see that other person.
72 - 2) hiding exp is always 1, independant of how difficult it is to hide
73 - 3) jumping into monsters does no damage, even though it's supposed to
74 be an attack (mentioned before). You also get no exp for this
75 - 10) (feature request): bug/typo/idea commands to automatically log
76 your comments, with the mentioning of the current map (and perhaps an
77 item, if you do 'bug <item>').
78
79 set_face 4783 => 70
80 libpng warning: Ignoring gAMA chunk with gamma=0
81 allocating id 71
82 OK
83 set_face 4782 => 71
84 libpng warning: Ignoring gAMA chunk with gamma=0
85 allocating id 72
86 OK
87 set_face 4781 => 72
88 libpng warning: Ignoring gAMA chunk with gamma=0
89 allocating id 73
90 OK
91 set_face 4784 => 73
92 libpng warning: Ignoring gAMA chunk with gamma=0
93
94 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.
95 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/
98 if (premultpliedTransparency)
99 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
100 else
101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102 /*render the object here*/
103
104 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:
105 /*second pass*/
106 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
109 /*render the object with alpha replaced with 1-a*/
110
111 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:
112 /*third pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(TRUE); /*enable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1*/
117
118