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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.207
Committed: Fri Jul 14 17:35:34 2006 UTC (17 years, 10 months ago) by elmex
Branch: MAIN
Changes since 1.206: +1 -1 lines
Log Message:
some minor enhancements on the playerbook and the inventory.

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: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12 => either using bg attribute, or something else. neither way is currently implementable, imho
13 => or maybe using an extra icon for curses/magic items?)
14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15 show player weight/max weight in inventory
16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18 - IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19 - IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20 - IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419.
21 - IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22 - IMPORTANT: character creation dialogs broken (stats window etc.): fix
23 - IMPORTANT: fullscreen-toggle does not toggle checkbox
24 - close completer when connection dies
25 - maybe Quit menu point into map menu (with dialog when logge din, as usual?)
26 - the inventory needs separate scrollbars. unfortunately, that means
27 addign a manual scrollbar to the other panes (skills and spells :()
28 - notebook should provide a visual feedback (support form button class?)
29 - buttons should support hovering visually
30 - experience change messages should include skill experience
31 - minor: skill list which lets u bind stuff
32 - floorbox should show currently open container
33 - make simple inventory filters: most recently added/changed, normal, only unlocked
34 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35 - experience
36 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit)
38 - client sometimes crashes on Mapmenu=>Toggle autopickup
39 - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
40
41 should be solved/investigated before 1.0 release:
42 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
43 - NPC dialog box should have close button which finishes the dialog
44 - mapmap (overview) - scroll visible area by clicking/dragging
45 - binding window and editor layout broken for long recordings => use scroller
46 - maybe open the help viewer on the first start, or a simple dialog that
47 initially lists keybidings for gcfclient converts.
48 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
49 (inventory, spell list, messge log...) => marc
50 - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
51 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
52 - spell list => scroll down => "Pickup" => scrollbar not updated
53 - what happened to the dialog being shown when modifiers are pressed, showing
54 keybindings for this modifier?
55 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
56
57 post-1.0:
58 - store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
59 (maybe sth. else causes the slowness, such as database?)
60 - currently the font texture cache lacks "memory" (see texcache.c:tc_put)
61 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
62 affect neighbouring visible pixels (border bleeding).
63 - examine etc., should use extendeddrawinfo or sth. similar
64 - player list from server for tell etc. commands
65 - save only dirty cached maps, and save dirty maps != current map
66 - look into extendedmapinfo
67 - completer should know more about arguments, e.g. cast summon pet monster,
68 or that some commands do not take arguments ("drop all").
69 - sliders do not change size after reconfigure.
70 - enter runmode when cursor-key repeats (maybe not?)
71 - cairo/win32 looks like shit (premultiplied alpha bug?)
72 (despite horrendous efforts, this is likely not fixable except by building a custom
73 libcairo for win32).
74 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
75 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
76 - performance: use texture collections for upstream server data instead if gobs
77 of small textures.
78
79 TEMPORARY SERVER TODO:
80 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
81 - palyer peaceful setting should be independen of game peaceful setting
82 (i.e. one should be able to become hostile against guards but still
83 be peaceful - the palyer peaceful would be toggled by priests and shown
84 in who, the game peaceful steting would be toggled by the peaceful command
85 but not otherwise shown).
86 - pippij wants playerstealing to work between hostile players
87 - attempt_jump tries to kick jumped-into monster,s but doesn't work
88 - 1) If you hide, and someone can see you trying to hide, you'll get a
89 message, even when you can't see that other person.
90 - 2) hiding exp is always 1, independant of how difficult it is to hide
91 - 3) jumping into monsters does no damage, even though it's supposed to
92 be an attack (mentioned before). You also get no exp for this
93 - 10) (feature request): bug/typo/idea commands to automatically log
94 your comments, with the mentioning of the current map (and perhaps an
95 item, if you do 'bug <item>').
96
97
98 #TODO#d# display texture cache
99 {
100 glEnable GL_TEXTURE_2D;
101 glBindTexture GL_TEXTURE_2D, 41;
102 glColor 1, 1, 1, 1;
103 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
104 glEnable GL_BLEND;
105 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
106 glBegin GL_QUADS;
107 glTexCoord 0,1; glVertex 0,0;
108 glTexCoord 1,1; glVertex 255,0;
109 glTexCoord 1,0; glVertex 255,255;
110 glTexCoord 0,0; glVertex 0,255;
111 glEnd;
112 glDisable GL_BLEND;
113 glDisable GL_TEXTURE_2D;
114 }
115
116 set_face 4783 => 70
117 libpng warning: Ignoring gAMA chunk with gamma=0
118 allocating id 71
119 OK
120 set_face 4782 => 71
121 libpng warning: Ignoring gAMA chunk with gamma=0
122 allocating id 72
123 OK
124 set_face 4781 => 72
125 libpng warning: Ignoring gAMA chunk with gamma=0
126 allocating id 73
127 OK
128 set_face 4784 => 73
129 libpng warning: Ignoring gAMA chunk with gamma=0
130
131 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.
132 /*first pass*/
133 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
134 glDepthMask(FALSE); /*disable Z buffer*/
135 if (premultpliedTransparency)
136 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
137 else
138 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
139 /*render the object here*/
140
141 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:
142 /*second pass*/
143 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
144 glDepthMask(FALSE); /*disable Z buffer*/
145 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
146 /*render the object with alpha replaced with 1-a*/
147
148 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:
149 /*third pass*/
150 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
151 glDepthMask(TRUE); /*enable Z buffer*/
152 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
153 /*render the object with alpha replaced with 1*/
154
155