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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.260
Committed: Sun Jul 15 21:02:20 2007 UTC (16 years, 9 months ago) by root
Branch: MAIN
Changes since 1.259: +0 -1 lines
Log Message:
implement very simplistic mouse motion event compression,
fixing a longstanding mysterious problem.

File Contents

# Content
1 http://www.vionline.com/sound.html
2 http://www.stonewashed.net/2.html
3
4 macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
6 http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
7
8 - improve smoothing implementation to be cleaner and more efficient.
9 - make smoothing a separate setting, or depend on fast&ugly.
10
11 - automccompleter should vanish when its losing focus
12 - allow inventory window to be stacked vertically, maybe?
13 - ganondorf wants the complete to grow, never shrink
14 - keypad-enter does not do the same as return in text entries
15
16 - ice in /whalingoutpost/misc/castle1
17 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
18 - PANGO: create upstream-patch for inclusion into pango
19 - SERVER: document ext/mapinfo and cfplus.ext
20 - SERVER: memleak like hell: probably event-related? (probably not real)
21 - LONG-TERM: party member health etc. status (needs player list, then trivial)
22 - LONG-TERM: map landmark labels
23 - LONG-TERM: player on map name
24
25 - player speed is only shown as current, not unencumbered max as in gcfclient
26 - IMPORTANT: stats during item creation == crash? (reported by Grak)
27 - IMPORTANT: server-protocol/upgrade etc.
28 - IMPORTANT: good installation instructions/problem faq.
29 - IMPORTANT: database creation parameters borked - fix and find upgrad epath
30 - FEATURE: beside the floorbox, have a recent inventory items box
31 - fix the pod referencing - L<glossary/space> does not get you anywhere.
32 * possibly look into auto-marking (wiki-style) certain key sequences.
33
34 should be solved/investigated before 1.0 release:
35 - maybe embed buttons for stuff liek accept-invitation, bind spell etc.
36 - (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
37 - when in history "mode", completer cannot access completions at all
38 - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
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 - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
44 - playerbook/skills should have sensible tooltips with skill descriptions
45 - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
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 the top fancyframe border should be larger (for close button and title to be more visible?)
51 - what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier?
53
54 post-1.0:
55 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
56 (after starting, press quit)
57 - currently the font texture cache leaks "memory" (see texcache.c:tc_put)
58 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
59 affect neighbouring visible pixels (border bleeding).
60 - examine etc., should use extendeddrawinfo or sth. similar
61 - player list from server for tell etc. commands
62 - save only dirty cached maps, and save dirty maps != current map
63 - look into extendedmapinfo
64 - completer should know more about arguments, e.g. cast summon pet monster,
65 or that some commands do not take arguments ("drop all").
66 - sliders do not change size after reconfigure.
67 - enter runmode when cursor-key repeats (maybe not?)
68 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
69 - performance: use texture collections for upstream server data instead if gobs
70 of small textures.
71 - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
72
73 TEMPORARY SERVER TODO:
74 - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
75 - palyer peaceful setting should be independen of game peaceful setting
76 (i.e. one should be able to become hostile against guards but still
77 be peaceful - the palyer peaceful would be toggled by priests and shown
78 in who, the game peaceful steting would be toggled by the peaceful command
79 but not otherwise shown).
80 - attempt_jump tries to kick jumped-into monster,s but doesn't work
81 - 1) If you hide, and someone can see you trying to hide, you'll get a
82 message, even when you can't see that other person.
83 - 2) hiding exp is always 1, independant of how difficult it is to hide
84 - 3) jumping into monsters does no damage, even though it's supposed to
85 be an attack (mentioned before). You also get no exp for this
86 - 10) (feature request): bug/typo/idea commands to automatically log
87 your comments, with the mentioning of the current map (and perhaps an
88 item, if you do 'bug <item>').
89
90
91 #TODO#d# display texture cache
92 {
93 glEnable GL_TEXTURE_2D;
94 glBindTexture GL_TEXTURE_2D, 41;
95 glColor 1, 1, 1, 1;
96 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
97 glEnable GL_BLEND;
98 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
99 glBegin GL_QUADS;
100 glTexCoord 0,1; glVertex 0,0;
101 glTexCoord 1,1; glVertex 255,0;
102 glTexCoord 1,0; glVertex 255,255;
103 glTexCoord 0,0; glVertex 0,255;
104 glEnd;
105 glDisable GL_BLEND;
106 glDisable GL_TEXTURE_2D;
107 }
108
109 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.
110 /*first pass*/
111 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 if (premultpliedTransparency)
114 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
115 else
116 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
117 /*render the object here*/
118
119 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:
120 /*second pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1-a*/
125
126 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:
127 /*third pass*/
128 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
129 glDepthMask(TRUE); /*enable Z buffer*/
130 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
131 /*render the object with alpha replaced with 1*/
132
133