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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.190
Committed: Mon Jul 3 22:04:25 2006 UTC (17 years, 10 months ago) by root
Branch: MAIN
Changes since 1.189: +1 -0 lines
Log Message:
preliminary stat change messages

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 - notebook should provide a visual feedback (support form button class?)
18 - skill page in playerbook
19 - enable autopickup/disable in right-click menĂ¼ for map
20 - help window close button
21 - floorbox should show currently open container
22 - make simple inventory filters: most recently added/changed, normal, only unlocked
23 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
24 - minor: skill list which shows XP and lets u bind stuff
25 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, press quit)
27 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
28 - show stat changes in statusbox
29
30 should be solved/investigated before 1.0 release:
31 - mapmap (overview) - scroll visible area by clicking/dragging
32 - binding window and editor layout broken for long recordings
33 - maybe open the help viewer on the first start, or a simple dialog that
34 initially lists keybidings for gcfclient converts.
35 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37 - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
38 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
39 - spell list => scroll down => "Pickup" => scrollbar not updated
40 - what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
42 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43
44 post-1.0:
45 - 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 - enter runmode when cursor-key repeats (maybe not?)
55 - cairo/win32 looks like shit (premultiplied alpha bug?)
56 (despite horrendous efforts, this is likely not fixable except by building a custom
57 libcairo for win32).
58 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
59 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60 - performance: use texture collections for upstream server data instead if gobs
61 of small textures.
62
63 TEMPORARY SERVER TODO:
64 - palyer peaceful setting should be independen of game peaceful setting
65 (i.e. one should be able to become hostile against guards but still
66 be peaceful - the palyer peaceful would be toggled by priests and shown
67 in who, the game peaceful steting would be toggled by the peaceful command
68 but not otherwise shown).
69 - pippij wants playerstealing to work between hostile players
70 - attempt_jump tries to kick jumped-into monster,s but doesn't work
71 - 1) If you hide, and someone can see you trying to hide, you'll get a
72 message, even when you can't see that other person.
73 - 2) hiding exp is always 1, independant of how difficult it is to hide
74 - 3) jumping into monsters does no damage, even though it's supposed to
75 be an attack (mentioned before). You also get no exp for this
76 - 10) (feature request): bug/typo/idea commands to automatically log
77 your comments, with the mentioning of the current map (and perhaps an
78 item, if you do 'bug <item>').
79
80 set_face 4783 => 70
81 libpng warning: Ignoring gAMA chunk with gamma=0
82 allocating id 71
83 OK
84 set_face 4782 => 71
85 libpng warning: Ignoring gAMA chunk with gamma=0
86 allocating id 72
87 OK
88 set_face 4781 => 72
89 libpng warning: Ignoring gAMA chunk with gamma=0
90 allocating id 73
91 OK
92 set_face 4784 => 73
93 libpng warning: Ignoring gAMA chunk with gamma=0
94
95 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.
96 /*first pass*/
97 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
98 glDepthMask(FALSE); /*disable Z buffer*/
99 if (premultpliedTransparency)
100 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
101 else
102 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
103 /*render the object here*/
104
105 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:
106 /*second pass*/
107 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
108 glDepthMask(FALSE); /*disable Z buffer*/
109 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
110 /*render the object with alpha replaced with 1-a*/
111
112 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:
113 /*third pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(TRUE); /*enable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1*/
118
119