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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.126
Committed: Mon Jun 5 02:00:14 2006 UTC (17 years, 11 months ago) by root
Branch: MAIN
Changes since 1.125: +1 -2 lines
Log Message:
statusbox now freezes when tooltip is visible for any entries

File Contents

# User Rev Content
1 root 1.47 http://www.vionline.com/sound.html
2     http://www.stonewashed.net/2.html
3    
4 root 1.7 http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5    
6 elmex 1.34 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 root 1.123 - IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12     together with removing query dialog altogether.
13 root 1.126 - IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14 root 1.81 - IMPORTANT: history for completer (cursor-up)
15 root 1.113 - IMPORTANT: stats window looks like shit initially (widget allocation?)
16 elmex 1.27
17 elmex 1.110 - binding window and editor layout broken for long recordings
18 elmex 1.111 - sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
19 elmex 1.110 - minor: skill list which shows XP and lets u bind stuff
20    
21 root 1.42 should be solved/investitaged before release:
22 root 1.115 - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
23     and add column titles (also for other tables like inventory and bindings)
24 root 1.103 - log messages received and commands sent to ~/.crossfire/log.$ip
25 elmex 1.102 - the binding editor should have a append-record mode or something like that
26 root 1.79 - rethink message display in lower left corner
27 root 1.64 - cairo/win32 looks like shit (premultiplied alpha bug?)
28 root 1.43 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 root 1.79 (after starting, press quit)
30 root 1.106 - better focus management: put focus onto active windows, remove it again later
31     - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
32     - enter runmode when cursor-key repeats (maybe not?)
33 root 1.46 - mapmap (overview) - scroll visible area by clicking/dragging
34 root 1.106 - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
35 root 1.6 - maybe move window managing functionality into toplevel
36 root 1.70 - better window management (graphical feedback)
37 elmex 1.89 - the player weight somehow updates strangely when dropping/picking up
38 root 1.42
39     low priority:
40 root 1.112 - win32, fow_tetxure sometimes nukes other textures
41     (mostly fixed, but still there: displays list and texture uploads do not go well together)
42 root 1.105 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
43 root 1.90 - completer should know more about arguments, e.g. cast summon pet monster,
44     or that some commands do not take arguments ("drop all").
45 root 1.76 - textview should not snap to bottom on resize.
46 root 1.90 - alt+cursor == diagonal
47 root 1.70 - look into extendedmapinfo
48     - save only dirty cached maps, and save dirty maps != current map
49 root 1.66 - try to synchronize local animation speed with server updates to save on screen refreshes.
50 root 1.52 - player list from server for tell etc. commands
51     - examine etc., should use extendeddrawinfo or sth. similar
52 root 1.49 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
53 root 1.42 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
54 root 1.37 - performance: use texture collections for upstream server data instead if gobs
55     of small textures.
56 root 1.36 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
57     affect neighbouring visible pixels (border bleeding).
58 root 1.42 - pango fontsize measure and decrease to achieve real pixel height
59 root 1.8
60 root 1.28 TEMPORARY SERVER TODO:
61 root 1.32 - palyer peaceful setting should be independen of game peaceful setting
62     (i.e. one should be able to become hostile against guards but still
63     be peaceful - the palyer peaceful would be toggled by priests and shown
64     in who, the game peaceful steting would be toggled by the peaceful command
65     but not otherwise shown).
66 root 1.16 - pippij wants playerstealing to work between hostile players
67 root 1.22 - attempt_jump tries to kick jumped-into monster,s but doesn't work
68 root 1.24 - 1) If you hide, and someone can see you trying to hide, you'll get a
69     message, even when you can't see that other person.
70     - 2) hiding exp is always 1, independant of how difficult it is to hide
71     - 3) jumping into monsters does no damage, even though it's supposed to
72     be an attack (mentioned before). You also get no exp for this
73     - 10) (feature request): bug/typo/idea commands to automatically log
74     your comments, with the mentioning of the current map (and perhaps an
75     item, if you do 'bug <item>').
76 root 1.11
77     set_face 4783 => 70
78     libpng warning: Ignoring gAMA chunk with gamma=0
79     allocating id 71
80     OK
81     set_face 4782 => 71
82     libpng warning: Ignoring gAMA chunk with gamma=0
83     allocating id 72
84     OK
85     set_face 4781 => 72
86     libpng warning: Ignoring gAMA chunk with gamma=0
87     allocating id 73
88     OK
89     set_face 4784 => 73
90     libpng warning: Ignoring gAMA chunk with gamma=0
91    
92 root 1.122 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.
93     /*first pass*/
94     glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
95     glDepthMask(FALSE); /*disable Z buffer*/
96     if (premultpliedTransparency)
97     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
98     else
99     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
100     /*render the object here*/
101    
102     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:
103     /*second pass*/
104     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
105     glDepthMask(FALSE); /*disable Z buffer*/
106     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
107     /*render the object with alpha replaced with 1-a*/
108    
109     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:
110     /*third pass*/
111     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112     glDepthMask(TRUE); /*enable Z buffer*/
113     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114     /*render the object with alpha replaced with 1*/
115    
116