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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.227
Committed: Sun Jul 30 20:17:52 2006 UTC (17 years, 9 months ago) by root
Branch: MAIN
CVS Tags: rel-0_2
Changes since 1.226: +1 -2 lines
Log Message:
*** empty log message ***

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