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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.140
Committed: Mon Jun 5 22:30:35 2006 UTC (17 years, 11 months ago) by root
Branch: MAIN
Changes since 1.139: +0 -3 lines
Log Message:
partially reimplemented the spell list widget

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 1.138 - IMPORTANT: pickup ratio not settable?
12 root 1.123 - IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13     together with removing query dialog altogether.
14 root 1.126 - IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
15 root 1.81 - IMPORTANT: history for completer (cursor-up)
16 root 1.132 - IMPORTANT: bind keys using the completer
17 root 1.138 - IMPORTANT: map-clicking is still off-by-one randomly
18 elmex 1.27
19 root 1.135 should be solved/investitaged before BETA release:
20 root 1.137 - maybe open the help viewer on the first start, or a simple dialog that
21     initially lists keybidings for gcfclient converts.
22 root 1.138 - add a "serve rinfo" setup page that tells you what the server supports
23     and more importantly what it does not support.
24 root 1.136 - put metaserver list into scrolled viewport, move Use button to back,
25     add tooltips, close together with setup dialog or even notebook page
26     becoming invisible.
27 root 1.128 - message log/textview flickers on update.
28 elmex 1.110 - binding window and editor layout broken for long recordings
29 elmex 1.111 - sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
30 root 1.128 (use popups, not buttons)
31 elmex 1.110 - minor: skill list which shows XP and lets u bind stuff
32 root 1.135 - adding another notebook page "Debug" that sets debnugging flags might or
33     might not help tracking down bugs in the field?
34 root 1.103 - log messages received and commands sent to ~/.crossfire/log.$ip
35 root 1.43 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 root 1.79 (after starting, press quit)
37 root 1.46 - mapmap (overview) - scroll visible area by clicking/dragging
38 root 1.135 - maybe move window managing functionality into toplevel: better window management (graphical feedback)
39 elmex 1.89 - the player weight somehow updates strangely when dropping/picking up
40 root 1.135 (update: is this still the case?)
41 root 1.42
42 root 1.135 should be solved/investigated before 1.0 release:
43 root 1.138 - slider e.g. in setup/Spells is not updated when becoming visible
44 root 1.135 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45     - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46     - enter runmode when cursor-key repeats (maybe not?)
47     - better focus management: put focus onto active windows, remove it again later
48     (mainly to speed up gui interaction when map isn't important).
49     - cairo/win32 looks like shit (premultiplied alpha bug?)
50     (despite horrendous efforts, this is likely not fixable except by building a custom
51     libcairo for win32).
52     (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53     - the binding editor should have a append-record mode or something like that
54     - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
55     and add column titles (also for other tables like inventory and bindings)
56 root 1.133 - sliders do not change size after reconfigure.
57 root 1.128 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
58     - investigate fill widget option.
59 root 1.112 - win32, fow_tetxure sometimes nukes other textures
60     (mostly fixed, but still there: displays list and texture uploads do not go well together)
61 root 1.105 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
62 root 1.90 - completer should know more about arguments, e.g. cast summon pet monster,
63     or that some commands do not take arguments ("drop all").
64 root 1.76 - textview should not snap to bottom on resize.
65 root 1.90 - alt+cursor == diagonal
66 root 1.70 - look into extendedmapinfo
67     - save only dirty cached maps, and save dirty maps != current map
68 root 1.66 - try to synchronize local animation speed with server updates to save on screen refreshes.
69 root 1.52 - player list from server for tell etc. commands
70     - examine etc., should use extendeddrawinfo or sth. similar
71 root 1.49 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
72 root 1.42 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
73 root 1.37 - performance: use texture collections for upstream server data instead if gobs
74     of small textures.
75 root 1.36 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
76     affect neighbouring visible pixels (border bleeding).
77 root 1.42 - pango fontsize measure and decrease to achieve real pixel height
78 root 1.8
79 root 1.28 TEMPORARY SERVER TODO:
80 root 1.32 - palyer peaceful setting should be independen of game peaceful setting
81     (i.e. one should be able to become hostile against guards but still
82     be peaceful - the palyer peaceful would be toggled by priests and shown
83     in who, the game peaceful steting would be toggled by the peaceful command
84     but not otherwise shown).
85 root 1.16 - pippij wants playerstealing to work between hostile players
86 root 1.22 - attempt_jump tries to kick jumped-into monster,s but doesn't work
87 root 1.24 - 1) If you hide, and someone can see you trying to hide, you'll get a
88     message, even when you can't see that other person.
89     - 2) hiding exp is always 1, independant of how difficult it is to hide
90     - 3) jumping into monsters does no damage, even though it's supposed to
91     be an attack (mentioned before). You also get no exp for this
92     - 10) (feature request): bug/typo/idea commands to automatically log
93     your comments, with the mentioning of the current map (and perhaps an
94     item, if you do 'bug <item>').
95 root 1.11
96     set_face 4783 => 70
97     libpng warning: Ignoring gAMA chunk with gamma=0
98     allocating id 71
99     OK
100     set_face 4782 => 71
101     libpng warning: Ignoring gAMA chunk with gamma=0
102     allocating id 72
103     OK
104     set_face 4781 => 72
105     libpng warning: Ignoring gAMA chunk with gamma=0
106     allocating id 73
107     OK
108     set_face 4784 => 73
109     libpng warning: Ignoring gAMA chunk with gamma=0
110    
111 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.
112     /*first pass*/
113     glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114     glDepthMask(FALSE); /*disable Z buffer*/
115     if (premultpliedTransparency)
116     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117     else
118     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119     /*render the object here*/
120    
121     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:
122     /*second pass*/
123     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124     glDepthMask(FALSE); /*disable Z buffer*/
125     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126     /*render the object with alpha replaced with 1-a*/
127    
128     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:
129     /*third pass*/
130     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131     glDepthMask(TRUE); /*enable Z buffer*/
132     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133     /*render the object with alpha replaced with 1*/
134    
135