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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.218
Committed: Sun Jul 23 11:09:57 2006 UTC (17 years, 9 months ago) by root
Branch: MAIN
Changes since 1.217: +0 -1 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 - check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
16 - spells ordering completely different for different users (maybe stored in hash?)
17 - speed up Table::find_widget etc. with interval => values type data structure.
18 - IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
19 => either using bg attribute, or something else. neither way is currently implementable, imho
20 => or maybe using an extra icon for curses/magic items?)
21 maybe drag&drop, otherwise two containers side-by-side makes little sense.
22 offer common options such as use_skill sense xxx etc. in inventory via menu?
23 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
24 make simple inventory filters: most recently added/changed, normal, only unlocked
25 - IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
26 - floorbox out-of-screen after resizing (schmorp)
27 - inventoy window (and probably others) too large after resizing (schmorp)
28 - skill book - tooltips with description and bind-to-key (schmorp)
29 - all dialogs should be closable with "Esc"
30 - maybe Quit menu point into map menu (with dialog when logge din, as usual?)
31 - notebook should provide a visual feedback (support from button class?)
32 - buttons should support hovering visually
33 - minor: skill list which lets u bind stuff
34 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit)
37 - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
38
39 should be solved/investigated before 1.0 release:
40 - playerbook/skills should have sensible tooltips with skill descriptions
41 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
42 - NPC dialog box should have close button which finishes the dialog
43 - mapmap (overview) - scroll visible area by clicking/dragging
44 - binding window and editor layout broken for long recordings => use scroller
45 - maybe open the help viewer on the first start, or a simple dialog that
46 initially lists keybidings for gcfclient converts.
47 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
48 (inventory, spell list, messge log...) => marc
49 - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
50 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
51 - spell list => scroll down => "Pickup" => scrollbar not updated
52 - what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier?
54 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
55
56 post-1.0:
57 - store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
58 (maybe sth. else causes the slowness, such as database?)
59 - currently the font texture cache lacks "memory" (see texcache.c:tc_put)
60 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding).
62 - examine etc., should use extendeddrawinfo or sth. similar
63 - player list from server for tell etc. commands
64 - save only dirty cached maps, and save dirty maps != current map
65 - look into extendedmapinfo
66 - completer should know more about arguments, e.g. cast summon pet monster,
67 or that some commands do not take arguments ("drop all").
68 - sliders do not change size after reconfigure.
69 - enter runmode when cursor-key repeats (maybe not?)
70 - cairo/win32 looks like shit (premultiplied alpha bug?)
71 (despite horrendous efforts, this is likely not fixable except by building a custom
72 libcairo for win32).
73 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
74 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
75 - performance: use texture collections for upstream server data instead if gobs
76 of small textures.
77
78 TEMPORARY SERVER TODO:
79 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
80 - palyer peaceful setting should be independen of game peaceful setting
81 (i.e. one should be able to become hostile against guards but still
82 be peaceful - the palyer peaceful would be toggled by priests and shown
83 in who, the game peaceful steting would be toggled by the peaceful command
84 but not otherwise shown).
85 - pippij wants playerstealing to work between hostile players
86 - attempt_jump tries to kick jumped-into monster,s but doesn't work
87 - 1) If you hide, and someone can see you trying to hide, you'll get a
88 message, even when you can't see that other person.
89 - 2) hiding exp is always 1, independant of how difficult it is to hide
90 - 3) jumping into monsters does no damage, even though it's supposed to
91 be an attack (mentioned before). You also get no exp for this
92 - 10) (feature request): bug/typo/idea commands to automatically log
93 your comments, with the mentioning of the current map (and perhaps an
94 item, if you do 'bug <item>').
95
96
97 #TODO#d# display texture cache
98 {
99 glEnable GL_TEXTURE_2D;
100 glBindTexture GL_TEXTURE_2D, 41;
101 glColor 1, 1, 1, 1;
102 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103 glEnable GL_BLEND;
104 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105 glBegin GL_QUADS;
106 glTexCoord 0,1; glVertex 0,0;
107 glTexCoord 1,1; glVertex 255,0;
108 glTexCoord 1,0; glVertex 255,255;
109 glTexCoord 0,0; glVertex 0,255;
110 glEnd;
111 glDisable GL_BLEND;
112 glDisable GL_TEXTURE_2D;
113 }
114
115 set_face 4783 => 70
116 libpng warning: Ignoring gAMA chunk with gamma=0
117 allocating id 71
118 OK
119 set_face 4782 => 71
120 libpng warning: Ignoring gAMA chunk with gamma=0
121 allocating id 72
122 OK
123 set_face 4781 => 72
124 libpng warning: Ignoring gAMA chunk with gamma=0
125 allocating id 73
126 OK
127 set_face 4784 => 73
128 libpng warning: Ignoring gAMA chunk with gamma=0
129
130 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.
131 /*first pass*/
132 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 if (premultpliedTransparency)
135 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
136 else
137 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
138 /*render the object here*/
139
140 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:
141 /*second pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(FALSE); /*disable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1-a*/
146
147 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:
148 /*third pass*/
149 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
150 glDepthMask(TRUE); /*enable Z buffer*/
151 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
152 /*render the object with alpha replaced with 1*/
153
154