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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.229
Committed: Wed Aug 2 11:24:13 2006 UTC (17 years, 9 months ago) by root
Branch: MAIN
Changes since 1.228: +3 -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: document ext/mapinfo and cfplus.ext
13 - SERVER: memleak like hell: probably event-related?
14
15 - check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
16 - skill book - tooltips with description (schmorp)
17 - IMPORTANT: server-protocol/upgrade etc.
18 - IMPORTANT: good installation instructions/problem faq.
19
20 should be solved/investigated before 1.0 release:
21 - <tt> not working on windows ?!
22 - IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219.
23 ^^^^ when pressing shift-insert
24 - offer common options such as use_skill sense xxx etc. in inventory via menu?
25 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
26 - buttons should support hovering visually
27 - notebooks should provide visual feedback (support from button class?)
28 - floorbox out-of-screen after resizing (schmorp)
29 - identify inventory hover slowness and fix it (schmorp)
30 - use more graphical frames/separators to make dialogs more eye-pleasing/clean
31 - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32 - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
33 - playerbook/skills should have sensible tooltips with skill descriptions
34 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
35 - NPC dialog box should have close button which finishes the dialog
36 - mapmap (overview) - scroll visible area by clicking/dragging
37 - binding window and editor layout broken for long recordings => use scroller
38 - maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
40 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
41 (inventory, spell list, messge log...) => marc
42 - maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
44 - spell list => scroll down => "Pickup" => scrollbar not updated
45 - what happened to the dialog being shown when modifiers are pressed, showing
46 keybindings for this modifier?
47 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
48
49 post-1.0:
50 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
51 (after starting, press quit)
52 - currently the font texture cache leaks "memory" (see texcache.c:tc_put)
53 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
54 affect neighbouring visible pixels (border bleeding).
55 - examine etc., should use extendeddrawinfo or sth. similar
56 - player list from server for tell etc. commands
57 - save only dirty cached maps, and save dirty maps != current map
58 - look into extendedmapinfo
59 - completer should know more about arguments, e.g. cast summon pet monster,
60 or that some commands do not take arguments ("drop all").
61 - sliders do not change size after reconfigure.
62 - enter runmode when cursor-key repeats (maybe not?)
63 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
64 - performance: use texture collections for upstream server data instead if gobs
65 of small textures.
66
67 TEMPORARY SERVER TODO:
68 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
69 - palyer peaceful setting should be independen of game peaceful setting
70 (i.e. one should be able to become hostile against guards but still
71 be peaceful - the palyer peaceful would be toggled by priests and shown
72 in who, the game peaceful steting would be toggled by the peaceful command
73 but not otherwise shown).
74 - pippij wants playerstealing to work between hostile players
75 - attempt_jump tries to kick jumped-into monster,s but doesn't work
76 - 1) If you hide, and someone can see you trying to hide, you'll get a
77 message, even when you can't see that other person.
78 - 2) hiding exp is always 1, independant of how difficult it is to hide
79 - 3) jumping into monsters does no damage, even though it's supposed to
80 be an attack (mentioned before). You also get no exp for this
81 - 10) (feature request): bug/typo/idea commands to automatically log
82 your comments, with the mentioning of the current map (and perhaps an
83 item, if you do 'bug <item>').
84
85
86 #TODO#d# display texture cache
87 {
88 glEnable GL_TEXTURE_2D;
89 glBindTexture GL_TEXTURE_2D, 41;
90 glColor 1, 1, 1, 1;
91 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
92 glEnable GL_BLEND;
93 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
94 glBegin GL_QUADS;
95 glTexCoord 0,1; glVertex 0,0;
96 glTexCoord 1,1; glVertex 255,0;
97 glTexCoord 1,0; glVertex 255,255;
98 glTexCoord 0,0; glVertex 0,255;
99 glEnd;
100 glDisable GL_BLEND;
101 glDisable GL_TEXTURE_2D;
102 }
103
104 set_face 4783 => 70
105 libpng warning: Ignoring gAMA chunk with gamma=0
106 allocating id 71
107 OK
108 set_face 4782 => 71
109 libpng warning: Ignoring gAMA chunk with gamma=0
110 allocating id 72
111 OK
112 set_face 4781 => 72
113 libpng warning: Ignoring gAMA chunk with gamma=0
114 allocating id 73
115 OK
116 set_face 4784 => 73
117 libpng warning: Ignoring gAMA chunk with gamma=0
118
119 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.
120 /*first pass*/
121 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 if (premultpliedTransparency)
124 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
125 else
126 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
127 /*render the object here*/
128
129 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:
130 /*second pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1-a*/
135
136 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:
137 /*third pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(TRUE); /*enable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1*/
142
143