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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.226
Committed: Sun Jul 30 12:51:31 2006 UTC (17 years, 9 months ago) by elmex
Branch: MAIN
Changes since 1.225: +1 -1 lines
Log Message:
added skill tooltips and click events

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 - SERVER: document ext/mapinfo and cfplus.ext
15 - SERVER: utf8-ify client-side messages
16
17 - check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
18 - skill book - tooltips with description (schmorp)
19 - IMPORTANT: server-protocol/upgrade etc.
20 - IMPORTANT: good installation instructions/problem faq.
21
22 should be solved/investigated before 1.0 release:
23 - offer common options such as use_skill sense xxx etc. in inventory via menu?
24 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25 - buttons should support hovering visually
26 - notebooks should provide visual feedback (support from button class?)
27 - floorbox out-of-screen after resizing (schmorp)
28 - identify inventory hover slowness and fix it (schmorp)
29 - use more graphical frames/separators to make dialogs more eye-pleasing/clean
30 - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31 - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
32 - playerbook/skills should have sensible tooltips with skill descriptions
33 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
34 - NPC dialog box should have close button which finishes the dialog
35 - mapmap (overview) - scroll visible area by clicking/dragging
36 - binding window and editor layout broken for long recordings => use scroller
37 - maybe open the help viewer on the first start, or a simple dialog that
38 initially lists keybidings for gcfclient converts.
39 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
40 (inventory, spell list, messge log...) => marc
41 - maybe the top fancyframe border should be larger (for close button and title to be more visible?)
42 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
43 - spell list => scroll down => "Pickup" => scrollbar not updated
44 - what happened to the dialog being shown when modifiers are pressed, showing
45 keybindings for this modifier?
46 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
47
48 post-1.0:
49 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
50 (after starting, press quit)
51 - currently the font texture cache leaks "memory" (see texcache.c:tc_put)
52 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
53 affect neighbouring visible pixels (border bleeding).
54 - examine etc., should use extendeddrawinfo or sth. similar
55 - player list from server for tell etc. commands
56 - save only dirty cached maps, and save dirty maps != current map
57 - look into extendedmapinfo
58 - completer should know more about arguments, e.g. cast summon pet monster,
59 or that some commands do not take arguments ("drop all").
60 - sliders do not change size after reconfigure.
61 - enter runmode when cursor-key repeats (maybe not?)
62 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63 - performance: use texture collections for upstream server data instead if gobs
64 of small textures.
65
66 TEMPORARY SERVER TODO:
67 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68 - palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown).
73 - pippij wants playerstealing to work between hostile players
74 - attempt_jump tries to kick jumped-into monster,s but doesn't work
75 - 1) If you hide, and someone can see you trying to hide, you'll get a
76 message, even when you can't see that other person.
77 - 2) hiding exp is always 1, independant of how difficult it is to hide
78 - 3) jumping into monsters does no damage, even though it's supposed to
79 be an attack (mentioned before). You also get no exp for this
80 - 10) (feature request): bug/typo/idea commands to automatically log
81 your comments, with the mentioning of the current map (and perhaps an
82 item, if you do 'bug <item>').
83
84
85 #TODO#d# display texture cache
86 {
87 glEnable GL_TEXTURE_2D;
88 glBindTexture GL_TEXTURE_2D, 41;
89 glColor 1, 1, 1, 1;
90 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
91 glEnable GL_BLEND;
92 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
93 glBegin GL_QUADS;
94 glTexCoord 0,1; glVertex 0,0;
95 glTexCoord 1,1; glVertex 255,0;
96 glTexCoord 1,0; glVertex 255,255;
97 glTexCoord 0,0; glVertex 0,255;
98 glEnd;
99 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D;
101 }
102
103 set_face 4783 => 70
104 libpng warning: Ignoring gAMA chunk with gamma=0
105 allocating id 71
106 OK
107 set_face 4782 => 71
108 libpng warning: Ignoring gAMA chunk with gamma=0
109 allocating id 72
110 OK
111 set_face 4781 => 72
112 libpng warning: Ignoring gAMA chunk with gamma=0
113 allocating id 73
114 OK
115 set_face 4784 => 73
116 libpng warning: Ignoring gAMA chunk with gamma=0
117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142