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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.242
Committed: Fri Nov 17 21:27:58 2006 UTC (17 years, 5 months ago) by root
Branch: MAIN
Changes since 1.241: +1 -0 lines
Log Message:
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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 (needs player list, then trivial)
15 - LONG-TERM: map landmark labels
16 - LONG-TERM: player on map name
17
18 - EXTREMELY IMPORTANT: fix off-by-whatever bug when clicking on map
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 - embedded widgets not always shown at corretc position initially.
27 - fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
29
30 should be solved/investigated before 1.0 release:
31 - maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32 - should not segfault when no soundcard installed.
33 - (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
34 - when in history "mode", completer cannot access completions at all
35 - <tt> not working on windows ?!
36 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
37 - 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.
38 ^^^^ when pressing shift-insert
39 - offer common options such as use_skill sense xxx etc. in inventory via menu?
40 - buttons should support hovering visually
41 - notebooks should provide visual feedback (support from button class?)
42 - floorbox out-of-screen after resizing (schmorp)
43 - identify inventory hover slowness and fix it (schmorp)
44 - use more graphical frames/separators to make dialogs more eye-pleasing/clean
45 - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
46 - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
47 - playerbook/skills should have sensible tooltips with skill descriptions
48 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
49 - NPC dialog box should have close button which finishes the dialog
50 - mapmap (overview) - scroll visible area by clicking/dragging
51 - binding window and editor layout broken for long recordings => use scroller
52 - maybe open the help viewer on the first start, or a simple dialog that
53 initially lists keybidings for gcfclient converts.
54 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
55 (inventory, spell list, messge log...) => marc
56 - maybe the top fancyframe border should be larger (for close button and title to be more visible?)
57 - but fullscreen => minimize (alt-esc) => no way to go back [windows]
58 - spell list => scroll down => "Pickup" => scrollbar not updated
59 - what happened to the dialog being shown when modifiers are pressed, showing
60 keybindings for this modifier?
61 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
62
63 post-1.0:
64 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
65 (after starting, press quit)
66 - currently the font texture cache leaks "memory" (see texcache.c:tc_put)
67 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
68 affect neighbouring visible pixels (border bleeding).
69 - examine etc., should use extendeddrawinfo or sth. similar
70 - player list from server for tell etc. commands
71 - save only dirty cached maps, and save dirty maps != current map
72 - look into extendedmapinfo
73 - completer should know more about arguments, e.g. cast summon pet monster,
74 or that some commands do not take arguments ("drop all").
75 - sliders do not change size after reconfigure.
76 - enter runmode when cursor-key repeats (maybe not?)
77 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
78 - performance: use texture collections for upstream server data instead if gobs
79 of small textures.
80
81 TEMPORARY SERVER TODO:
82 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
83 - palyer peaceful setting should be independen of game peaceful setting
84 (i.e. one should be able to become hostile against guards but still
85 be peaceful - the palyer peaceful would be toggled by priests and shown
86 in who, the game peaceful steting would be toggled by the peaceful command
87 but not otherwise shown).
88 - pippij wants playerstealing to work between hostile players
89 - attempt_jump tries to kick jumped-into monster,s but doesn't work
90 - 1) If you hide, and someone can see you trying to hide, you'll get a
91 message, even when you can't see that other person.
92 - 2) hiding exp is always 1, independant of how difficult it is to hide
93 - 3) jumping into monsters does no damage, even though it's supposed to
94 be an attack (mentioned before). You also get no exp for this
95 - 10) (feature request): bug/typo/idea commands to automatically log
96 your comments, with the mentioning of the current map (and perhaps an
97 item, if you do 'bug <item>').
98
99
100 #TODO#d# display texture cache
101 {
102 glEnable GL_TEXTURE_2D;
103 glBindTexture GL_TEXTURE_2D, 41;
104 glColor 1, 1, 1, 1;
105 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
106 glEnable GL_BLEND;
107 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
108 glBegin GL_QUADS;
109 glTexCoord 0,1; glVertex 0,0;
110 glTexCoord 1,1; glVertex 255,0;
111 glTexCoord 1,0; glVertex 255,255;
112 glTexCoord 0,0; glVertex 0,255;
113 glEnd;
114 glDisable GL_BLEND;
115 glDisable GL_TEXTURE_2D;
116 }
117
118 set_face 4783 => 70
119 libpng warning: Ignoring gAMA chunk with gamma=0
120 allocating id 71
121 OK
122 set_face 4782 => 71
123 libpng warning: Ignoring gAMA chunk with gamma=0
124 allocating id 72
125 OK
126 set_face 4781 => 72
127 libpng warning: Ignoring gAMA chunk with gamma=0
128 allocating id 73
129 OK
130 set_face 4784 => 73
131 libpng warning: Ignoring gAMA chunk with gamma=0
132
133 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.
134 /*first pass*/
135 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
136 glDepthMask(FALSE); /*disable Z buffer*/
137 if (premultpliedTransparency)
138 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
139 else
140 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
141 /*render the object here*/
142
143 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:
144 /*second pass*/
145 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
146 glDepthMask(FALSE); /*disable Z buffer*/
147 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
148 /*render the object with alpha replaced with 1-a*/
149
150 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:
151 /*third pass*/
152 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
153 glDepthMask(TRUE); /*enable Z buffer*/
154 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
155 /*render the object with alpha replaced with 1*/
156
157