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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.221
Committed: Mon Jul 24 12:25:08 2006 UTC (17 years, 9 months ago) by elmex
Branch: MAIN
Changes since 1.220: +0 -1 lines
Log Message:
put a quit menu point into the map context menu

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 - identify inventory hover slowness and fix it (schmorp)
18 - IMPORTANT: re-design inventory (_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 offer common options such as use_skill sense xxx etc. in inventory via menu?
22 make simple inventory filters: most recently added/changed, normal, only unlocked
23 - floorbox out-of-screen after resizing (schmorp)
24 - skill book - tooltips with description and bind-to-key (schmorp)
25 - all dialogs should be closable with "Esc"
26 - notebooks should provide visual feedback (support from button class?)
27 - buttons should support hovering visually
28 - minor: skill list which lets u bind stuff
29 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30
31 should be solved/investigated before 1.0 release:
32 - use more graphical frames/separators to make dialogs more eye-pleasing/clean
33 - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
34 - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
35 - playerbook/skills should have sensible tooltips with skill descriptions
36 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
37 - NPC dialog box should have close button which finishes the dialog
38 - mapmap (overview) - scroll visible area by clicking/dragging
39 - binding window and editor layout broken for long recordings => use scroller
40 - maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
43 (inventory, spell list, messge log...) => marc
44 - maybe the top fancyframe border should be larger (for close button and title to be more visible?)
45 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
46 - spell list => scroll down => "Pickup" => scrollbar not updated
47 - what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier?
49 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
50
51 post-1.0:
52 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
53 (after starting, press quit)
54 - currently the font texture cache leaks "memory" (see texcache.c:tc_put)
55 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56 affect neighbouring visible pixels (border bleeding).
57 - examine etc., should use extendeddrawinfo or sth. similar
58 - player list from server for tell etc. commands
59 - save only dirty cached maps, and save dirty maps != current map
60 - look into extendedmapinfo
61 - completer should know more about arguments, e.g. cast summon pet monster,
62 or that some commands do not take arguments ("drop all").
63 - sliders do not change size after reconfigure.
64 - enter runmode when cursor-key repeats (maybe not?)
65 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
66 - performance: use texture collections for upstream server data instead if gobs
67 of small textures.
68
69 TEMPORARY SERVER TODO:
70 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
71 - palyer peaceful setting should be independen of game peaceful setting
72 (i.e. one should be able to become hostile against guards but still
73 be peaceful - the palyer peaceful would be toggled by priests and shown
74 in who, the game peaceful steting would be toggled by the peaceful command
75 but not otherwise shown).
76 - pippij wants playerstealing to work between hostile players
77 - attempt_jump tries to kick jumped-into monster,s but doesn't work
78 - 1) If you hide, and someone can see you trying to hide, you'll get a
79 message, even when you can't see that other person.
80 - 2) hiding exp is always 1, independant of how difficult it is to hide
81 - 3) jumping into monsters does no damage, even though it's supposed to
82 be an attack (mentioned before). You also get no exp for this
83 - 10) (feature request): bug/typo/idea commands to automatically log
84 your comments, with the mentioning of the current map (and perhaps an
85 item, if you do 'bug <item>').
86
87
88 #TODO#d# display texture cache
89 {
90 glEnable GL_TEXTURE_2D;
91 glBindTexture GL_TEXTURE_2D, 41;
92 glColor 1, 1, 1, 1;
93 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
94 glEnable GL_BLEND;
95 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
96 glBegin GL_QUADS;
97 glTexCoord 0,1; glVertex 0,0;
98 glTexCoord 1,1; glVertex 255,0;
99 glTexCoord 1,0; glVertex 255,255;
100 glTexCoord 0,0; glVertex 0,255;
101 glEnd;
102 glDisable GL_BLEND;
103 glDisable GL_TEXTURE_2D;
104 }
105
106 set_face 4783 => 70
107 libpng warning: Ignoring gAMA chunk with gamma=0
108 allocating id 71
109 OK
110 set_face 4782 => 71
111 libpng warning: Ignoring gAMA chunk with gamma=0
112 allocating id 72
113 OK
114 set_face 4781 => 72
115 libpng warning: Ignoring gAMA chunk with gamma=0
116 allocating id 73
117 OK
118 set_face 4784 => 73
119 libpng warning: Ignoring gAMA chunk with gamma=0
120
121 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.
122 /*first pass*/
123 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 if (premultpliedTransparency)
126 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
127 else
128 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
129 /*render the object here*/
130
131 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:
132 /*second pass*/
133 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
134 glDepthMask(FALSE); /*disable Z buffer*/
135 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
136 /*render the object with alpha replaced with 1-a*/
137
138 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:
139 /*third pass*/
140 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
141 glDepthMask(TRUE); /*enable Z buffer*/
142 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
143 /*render the object with alpha replaced with 1*/
144
145