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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.150
Committed: Wed Jun 7 07:00:30 2006 UTC (17 years, 11 months ago) by root
Branch: MAIN
Changes since 1.149: +0 -2 lines
Log Message:
improve spell list

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 1.143 - IMPORTANT: recording multiple macros results in only one macro recorded
12 root 1.142 - IMPORTANT: texture reload not working on scaras machine
13 root 1.138 - IMPORTANT: pickup ratio not settable?
14 root 1.81 - IMPORTANT: history for completer (cursor-up)
15 root 1.132 - IMPORTANT: bind keys using the completer
16 root 1.138 - IMPORTANT: map-clicking is still off-by-one randomly
17 root 1.145 - IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
18 elmex 1.27
19 root 1.135 should be solved/investitaged before BETA release:
20 root 1.142 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
21     (inventory, spell list, messge log...) => marc
22 root 1.141 - add lmb mouse = cast, mmb2 = invoke or so to spell list.
23 root 1.137 - maybe open the help viewer on the first start, or a simple dialog that
24     initially lists keybidings for gcfclient converts.
25 root 1.138 - add a "serve rinfo" setup page that tells you what the server supports
26     and more importantly what it does not support.
27 elmex 1.110 - binding window and editor layout broken for long recordings
28     - minor: skill list which shows XP and lets u bind stuff
29 root 1.135 - adding another notebook page "Debug" that sets debnugging flags might or
30     might not help tracking down bugs in the field?
31 root 1.103 - log messages received and commands sent to ~/.crossfire/log.$ip
32 root 1.43 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 root 1.79 (after starting, press quit)
34 root 1.46 - mapmap (overview) - scroll visible area by clicking/dragging
35 root 1.135 - maybe move window managing functionality into toplevel: better window management (graphical feedback)
36 elmex 1.89 - the player weight somehow updates strangely when dropping/picking up
37 root 1.135 (update: is this still the case?)
38 root 1.42
39 root 1.135 should be solved/investigated before 1.0 release:
40 root 1.144 - what happened to the dialog being shown when modifiera are pressed, showing
41     keybindings for this modifier?
42 root 1.138 - slider e.g. in setup/Spells is not updated when becoming visible
43 root 1.135 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
44     - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
45     - enter runmode when cursor-key repeats (maybe not?)
46     - better focus management: put focus onto active windows, remove it again later
47     (mainly to speed up gui interaction when map isn't important).
48     - cairo/win32 looks like shit (premultiplied alpha bug?)
49     (despite horrendous efforts, this is likely not fixable except by building a custom
50     libcairo for win32).
51     (update: disabled antialiasing, this looks bad, but much better than antialiasing)
52     - the binding editor should have a append-record mode or something like that
53     - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
54     and add column titles (also for other tables like inventory and bindings)
55 root 1.133 - sliders do not change size after reconfigure.
56 root 1.128 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
57     - investigate fill widget option.
58 root 1.112 - win32, fow_tetxure sometimes nukes other textures
59     (mostly fixed, but still there: displays list and texture uploads do not go well together)
60 root 1.105 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
61 root 1.90 - completer should know more about arguments, e.g. cast summon pet monster,
62     or that some commands do not take arguments ("drop all").
63 root 1.76 - textview should not snap to bottom on resize.
64 root 1.90 - alt+cursor == diagonal
65 root 1.70 - look into extendedmapinfo
66     - save only dirty cached maps, and save dirty maps != current map
67 root 1.66 - try to synchronize local animation speed with server updates to save on screen refreshes.
68 root 1.52 - player list from server for tell etc. commands
69     - examine etc., should use extendeddrawinfo or sth. similar
70 root 1.49 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
71 root 1.42 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
72 root 1.37 - performance: use texture collections for upstream server data instead if gobs
73     of small textures.
74 root 1.36 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
75     affect neighbouring visible pixels (border bleeding).
76 root 1.42 - pango fontsize measure and decrease to achieve real pixel height
77 root 1.8
78 root 1.28 TEMPORARY SERVER TODO:
79 root 1.32 - 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 root 1.16 - pippij wants playerstealing to work between hostile players
85 root 1.22 - attempt_jump tries to kick jumped-into monster,s but doesn't work
86 root 1.24 - 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 root 1.11
95     set_face 4783 => 70
96     libpng warning: Ignoring gAMA chunk with gamma=0
97     allocating id 71
98     OK
99     set_face 4782 => 71
100     libpng warning: Ignoring gAMA chunk with gamma=0
101     allocating id 72
102     OK
103     set_face 4781 => 72
104     libpng warning: Ignoring gAMA chunk with gamma=0
105     allocating id 73
106     OK
107     set_face 4784 => 73
108     libpng warning: Ignoring gAMA chunk with gamma=0
109    
110 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.
111     /*first pass*/
112     glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
113     glDepthMask(FALSE); /*disable Z buffer*/
114     if (premultpliedTransparency)
115     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
116     else
117     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
118     /*render the object here*/
119    
120     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:
121     /*second pass*/
122     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
123     glDepthMask(FALSE); /*disable Z buffer*/
124     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
125     /*render the object with alpha replaced with 1-a*/
126    
127     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:
128     /*third pass*/
129     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130     glDepthMask(TRUE); /*enable Z buffer*/
131     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132     /*render the object with alpha replaced with 1*/
133    
134