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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.222
Committed: Fri Jul 28 09:27:33 2006 UTC (17 years, 9 months ago) by elmex
Branch: MAIN
Changes since 1.221: +2 -0 lines
Log Message:
corner resising problem reproduced

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