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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.213
Committed: Thu Jul 20 08:47:38 2006 UTC (17 years, 9 months ago) by root
Branch: MAIN
Changes since 1.212: +1 -0 lines
Log Message:
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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 - PANGO: create upstream-patch for inclusion into pango
12 - SERVER: on shtudown: wanted to save map with player => map not being saved?
13 - EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14
15 - the inventory needs separate scrollbars. unfortunately, that means
16 addign a manual scrollbar to the other panes (skills and spells :()
17 - check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
18 - spells ordering for complete different for different users (maybe stored in hash?)
19 - IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
20 => either using bg attribute, or something else. neither way is currently implementable, imho
21 => or maybe using an extra icon for curses/magic items?)
22 maybe drag&drop, otherwise two containers side-by-side makes little sense.
23 show player weight/max weight in inventory
24 offer common options such as use_skill sense xxx etc. in inventory via menu?
25 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
26 make simple inventory filters: most recently added/changed, normal, only unlocked
27 - IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
28 - 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.
29 - IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
30 - all dialogs should be closable with "Esc"
31 - close completer when connection dies
32 - maybe Quit menu point into map menu (with dialog when logge din, as usual?)
33 - notebook should provide a visual feedback (support from button class?)
34 - buttons should support hovering visually
35 - experience change messages should include skill experience
36 - minor: skill list which lets u bind stuff
37 - floorbox should show currently open container
38 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
39 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
40 (after starting, press quit)
41 - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
42
43 should be solved/investigated before 1.0 release:
44 - playerbook/skills should have sensible tooltips with skill descriptions
45 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
46 - NPC dialog box should have close button which finishes the dialog
47 - mapmap (overview) - scroll visible area by clicking/dragging
48 - binding window and editor layout broken for long recordings => use scroller
49 - maybe open the help viewer on the first start, or a simple dialog that
50 initially lists keybidings for gcfclient converts.
51 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
52 (inventory, spell list, messge log...) => marc
53 - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
54 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
55 - spell list => scroll down => "Pickup" => scrollbar not updated
56 - what happened to the dialog being shown when modifiers are pressed, showing
57 keybindings for this modifier?
58 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
59
60 post-1.0:
61 - store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
62 (maybe sth. else causes the slowness, such as database?)
63 - currently the font texture cache lacks "memory" (see texcache.c:tc_put)
64 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
65 affect neighbouring visible pixels (border bleeding).
66 - examine etc., should use extendeddrawinfo or sth. similar
67 - player list from server for tell etc. commands
68 - save only dirty cached maps, and save dirty maps != current map
69 - look into extendedmapinfo
70 - completer should know more about arguments, e.g. cast summon pet monster,
71 or that some commands do not take arguments ("drop all").
72 - sliders do not change size after reconfigure.
73 - enter runmode when cursor-key repeats (maybe not?)
74 - cairo/win32 looks like shit (premultiplied alpha bug?)
75 (despite horrendous efforts, this is likely not fixable except by building a custom
76 libcairo for win32).
77 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
78 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
79 - performance: use texture collections for upstream server data instead if gobs
80 of small textures.
81
82 TEMPORARY SERVER TODO:
83 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
84 - palyer peaceful setting should be independen of game peaceful setting
85 (i.e. one should be able to become hostile against guards but still
86 be peaceful - the palyer peaceful would be toggled by priests and shown
87 in who, the game peaceful steting would be toggled by the peaceful command
88 but not otherwise shown).
89 - pippij wants playerstealing to work between hostile players
90 - attempt_jump tries to kick jumped-into monster,s but doesn't work
91 - 1) If you hide, and someone can see you trying to hide, you'll get a
92 message, even when you can't see that other person.
93 - 2) hiding exp is always 1, independant of how difficult it is to hide
94 - 3) jumping into monsters does no damage, even though it's supposed to
95 be an attack (mentioned before). You also get no exp for this
96 - 10) (feature request): bug/typo/idea commands to automatically log
97 your comments, with the mentioning of the current map (and perhaps an
98 item, if you do 'bug <item>').
99
100
101 #TODO#d# display texture cache
102 {
103 glEnable GL_TEXTURE_2D;
104 glBindTexture GL_TEXTURE_2D, 41;
105 glColor 1, 1, 1, 1;
106 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
107 glEnable GL_BLEND;
108 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
109 glBegin GL_QUADS;
110 glTexCoord 0,1; glVertex 0,0;
111 glTexCoord 1,1; glVertex 255,0;
112 glTexCoord 1,0; glVertex 255,255;
113 glTexCoord 0,0; glVertex 0,255;
114 glEnd;
115 glDisable GL_BLEND;
116 glDisable GL_TEXTURE_2D;
117 }
118
119 set_face 4783 => 70
120 libpng warning: Ignoring gAMA chunk with gamma=0
121 allocating id 71
122 OK
123 set_face 4782 => 71
124 libpng warning: Ignoring gAMA chunk with gamma=0
125 allocating id 72
126 OK
127 set_face 4781 => 72
128 libpng warning: Ignoring gAMA chunk with gamma=0
129 allocating id 73
130 OK
131 set_face 4784 => 73
132 libpng warning: Ignoring gAMA chunk with gamma=0
133
134 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.
135 /*first pass*/
136 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
137 glDepthMask(FALSE); /*disable Z buffer*/
138 if (premultpliedTransparency)
139 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
140 else
141 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
142 /*render the object here*/
143
144 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:
145 /*second pass*/
146 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
147 glDepthMask(FALSE); /*disable Z buffer*/
148 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
149 /*render the object with alpha replaced with 1-a*/
150
151 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:
152 /*third pass*/
153 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
154 glDepthMask(TRUE); /*enable Z buffer*/
155 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
156 /*render the object with alpha replaced with 1*/
157
158