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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.167
Committed: Sat Jun 17 15:07:52 2006 UTC (17 years, 10 months ago) by root
Branch: MAIN
Changes since 1.166: +0 -1 lines
Log Message:
free textures on vidoe shutdown, seems useless, but maybe fixes scaras problem

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 1.165 - IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
12     (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
13 root 1.164 - IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex)
14 root 1.143 - IMPORTANT: recording multiple macros results in only one macro recorded
15 root 1.164 - IMPORTANT: texture reload not working on scaras machine (maybe now)
16 root 1.162 - IMPORTANT: make close button optional to the very few windows that support it
17     - IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
18 root 1.163 - IMPORTANT: put keybindings and loginname and related info into $CFG->{profile}{default} so
19     we can add profiles *later*.
20 elmex 1.27
21 root 1.135 should be solved/investitaged before BETA release:
22 root 1.162 - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
23 elmex 1.158 - the binding dialog is sometimes behind all windows
24 root 1.142 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
25     (inventory, spell list, messge log...) => marc
26 root 1.141 - add lmb mouse = cast, mmb2 = invoke or so to spell list.
27 root 1.137 - maybe open the help viewer on the first start, or a simple dialog that
28     initially lists keybidings for gcfclient converts.
29 elmex 1.110 - binding window and editor layout broken for long recordings
30     - minor: skill list which shows XP and lets u bind stuff
31 root 1.43 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 root 1.79 (after starting, press quit)
33 root 1.46 - mapmap (overview) - scroll visible area by clicking/dragging
34 root 1.135 - maybe move window managing functionality into toplevel: better window management (graphical feedback)
35 elmex 1.89 - the player weight somehow updates strangely when dropping/picking up
36 root 1.135 (update: is this still the case?)
37 root 1.42
38 root 1.135 should be solved/investigated before 1.0 release:
39 root 1.144 - what happened to the dialog being shown when modifiera are pressed, showing
40     keybindings for this modifier?
41 root 1.135 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
42     - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
43     - enter runmode when cursor-key repeats (maybe not?)
44     - better focus management: put focus onto active windows, remove it again later
45     (mainly to speed up gui interaction when map isn't important).
46     - cairo/win32 looks like shit (premultiplied alpha bug?)
47     (despite horrendous efforts, this is likely not fixable except by building a custom
48     libcairo for win32).
49     (update: disabled antialiasing, this looks bad, but much better than antialiasing)
50     - the binding editor should have a append-record mode or something like that
51     - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
52     and add column titles (also for other tables like inventory and bindings)
53 root 1.133 - sliders do not change size after reconfigure.
54 root 1.128 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
55     - investigate fill widget option.
56 root 1.112 - win32, fow_tetxure sometimes nukes other textures
57     (mostly fixed, but still there: displays list and texture uploads do not go well together)
58 root 1.105 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
59 root 1.90 - completer should know more about arguments, e.g. cast summon pet monster,
60     or that some commands do not take arguments ("drop all").
61 root 1.76 - textview should not snap to bottom on resize.
62 root 1.90 - alt+cursor == diagonal
63 root 1.70 - look into extendedmapinfo
64     - save only dirty cached maps, and save dirty maps != current map
65 root 1.66 - try to synchronize local animation speed with server updates to save on screen refreshes.
66 root 1.52 - player list from server for tell etc. commands
67     - examine etc., should use extendeddrawinfo or sth. similar
68 root 1.49 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
69 root 1.42 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
70 root 1.37 - performance: use texture collections for upstream server data instead if gobs
71     of small textures.
72 root 1.36 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
73     affect neighbouring visible pixels (border bleeding).
74 root 1.42 - pango fontsize measure and decrease to achieve real pixel height
75 root 1.8
76 root 1.28 TEMPORARY SERVER TODO:
77 root 1.32 - palyer peaceful setting should be independen of game peaceful setting
78     (i.e. one should be able to become hostile against guards but still
79     be peaceful - the palyer peaceful would be toggled by priests and shown
80     in who, the game peaceful steting would be toggled by the peaceful command
81     but not otherwise shown).
82 root 1.16 - pippij wants playerstealing to work between hostile players
83 root 1.22 - attempt_jump tries to kick jumped-into monster,s but doesn't work
84 root 1.24 - 1) If you hide, and someone can see you trying to hide, you'll get a
85     message, even when you can't see that other person.
86     - 2) hiding exp is always 1, independant of how difficult it is to hide
87     - 3) jumping into monsters does no damage, even though it's supposed to
88     be an attack (mentioned before). You also get no exp for this
89     - 10) (feature request): bug/typo/idea commands to automatically log
90     your comments, with the mentioning of the current map (and perhaps an
91     item, if you do 'bug <item>').
92 root 1.11
93     set_face 4783 => 70
94     libpng warning: Ignoring gAMA chunk with gamma=0
95     allocating id 71
96     OK
97     set_face 4782 => 71
98     libpng warning: Ignoring gAMA chunk with gamma=0
99     allocating id 72
100     OK
101     set_face 4781 => 72
102     libpng warning: Ignoring gAMA chunk with gamma=0
103     allocating id 73
104     OK
105     set_face 4784 => 73
106     libpng warning: Ignoring gAMA chunk with gamma=0
107    
108 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.
109     /*first pass*/
110     glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
111     glDepthMask(FALSE); /*disable Z buffer*/
112     if (premultpliedTransparency)
113     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
114     else
115     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
116     /*render the object here*/
117    
118     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:
119     /*second pass*/
120     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121     glDepthMask(FALSE); /*disable Z buffer*/
122     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123     /*render the object with alpha replaced with 1-a*/
124    
125     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:
126     /*third pass*/
127     glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
128     glDepthMask(TRUE); /*enable Z buffer*/
129     glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
130     /*render the object with alpha replaced with 1*/
131    
132