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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.238
Committed: Fri Sep 29 00:56:05 2006 UTC (17 years, 7 months ago) by root
Branch: MAIN
Changes since 1.237: +5 -2 lines
Log Message:
* implemented tip of the day window
* created some tips of the day, please add more
* rationalised errro report (and put client into debug mode :)
* add some random keyboard documentation

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 - LONG-TERM: party member health etc. status
15 - LONG-TERM: map landmark labels
16 - LONG-TERM: player on map name
17 - LONG-TERM: monster health-bars on map
18
19 - fog-of-war is off by one, (elmex; i've seen this the last time i played)
20 - using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
21 - IMPORTANT: inventory sorting only works after having it selected, not initially after startup.
22 - IMPORTANT: server-protocol/upgrade etc.
23 - IMPORTANT: good installation instructions/problem faq.
24 - IMPORTANT: database creation parameters borked - fix and find upgrad epath
25 - FEATURE: beside the floorbox, have a recent inventory items box
26
27 should be solved/investigated before 1.0 release:
28 - should not segfault when no soundcard installed.
29 - (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
30 - when in history "mode", completer cannot access completions at all
31 - <tt> not working on windows ?!
32 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33 - 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.
34 ^^^^ when pressing shift-insert
35 - offer common options such as use_skill sense xxx etc. in inventory via menu?
36 - buttons should support hovering visually
37 - notebooks should provide visual feedback (support from button class?)
38 - floorbox out-of-screen after resizing (schmorp)
39 - identify inventory hover slowness and fix it (schmorp)
40 - use more graphical frames/separators to make dialogs more eye-pleasing/clean
41 - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
42 - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
43 - playerbook/skills should have sensible tooltips with skill descriptions
44 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
45 - NPC dialog box should have close button which finishes the dialog
46 - mapmap (overview) - scroll visible area by clicking/dragging
47 - binding window and editor layout broken for long recordings => use scroller
48 - maybe open the help viewer on the first start, or a simple dialog that
49 initially lists keybidings for gcfclient converts.
50 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
51 (inventory, spell list, messge log...) => marc
52 - maybe the top fancyframe border should be larger (for close button and title to be more visible?)
53 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
54 - spell list => scroll down => "Pickup" => scrollbar not updated
55 - what happened to the dialog being shown when modifiers are pressed, showing
56 keybindings for this modifier?
57 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
58
59 post-1.0:
60 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
61 (after starting, press quit)
62 - currently the font texture cache leaks "memory" (see texcache.c:tc_put)
63 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
64 affect neighbouring visible pixels (border bleeding).
65 - examine etc., should use extendeddrawinfo or sth. similar
66 - player list from server for tell etc. commands
67 - save only dirty cached maps, and save dirty maps != current map
68 - look into extendedmapinfo
69 - completer should know more about arguments, e.g. cast summon pet monster,
70 or that some commands do not take arguments ("drop all").
71 - sliders do not change size after reconfigure.
72 - enter runmode when cursor-key repeats (maybe not?)
73 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
74 - performance: use texture collections for upstream server data instead if gobs
75 of small textures.
76
77 TEMPORARY SERVER TODO:
78 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
79 - palyer peaceful setting should be independen of game peaceful setting
80 (i.e. one should be able to become hostile against guards but still
81 be peaceful - the palyer peaceful would be toggled by priests and shown
82 in who, the game peaceful steting would be toggled by the peaceful command
83 but not otherwise shown).
84 - pippij wants playerstealing to work between hostile players
85 - attempt_jump tries to kick jumped-into monster,s but doesn't work
86 - 1) If you hide, and someone can see you trying to hide, you'll get a
87 message, even when you can't see that other person.
88 - 2) hiding exp is always 1, independant of how difficult it is to hide
89 - 3) jumping into monsters does no damage, even though it's supposed to
90 be an attack (mentioned before). You also get no exp for this
91 - 10) (feature request): bug/typo/idea commands to automatically log
92 your comments, with the mentioning of the current map (and perhaps an
93 item, if you do 'bug <item>').
94
95
96 #TODO#d# display texture cache
97 {
98 glEnable GL_TEXTURE_2D;
99 glBindTexture GL_TEXTURE_2D, 41;
100 glColor 1, 1, 1, 1;
101 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
102 glEnable GL_BLEND;
103 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
104 glBegin GL_QUADS;
105 glTexCoord 0,1; glVertex 0,0;
106 glTexCoord 1,1; glVertex 255,0;
107 glTexCoord 1,0; glVertex 255,255;
108 glTexCoord 0,0; glVertex 0,255;
109 glEnd;
110 glDisable GL_BLEND;
111 glDisable GL_TEXTURE_2D;
112 }
113
114 set_face 4783 => 70
115 libpng warning: Ignoring gAMA chunk with gamma=0
116 allocating id 71
117 OK
118 set_face 4782 => 71
119 libpng warning: Ignoring gAMA chunk with gamma=0
120 allocating id 72
121 OK
122 set_face 4781 => 72
123 libpng warning: Ignoring gAMA chunk with gamma=0
124 allocating id 73
125 OK
126 set_face 4784 => 73
127 libpng warning: Ignoring gAMA chunk with gamma=0
128
129 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.
130 /*first pass*/
131 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 if (premultpliedTransparency)
134 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
135 else
136 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
137 /*render the object here*/
138
139 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:
140 /*second pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(FALSE); /*disable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1-a*/
145
146 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:
147 /*third pass*/
148 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
149 glDepthMask(TRUE); /*enable Z buffer*/
150 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
151 /*render the object with alpha replaced with 1*/
152
153