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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.168
Committed: Sun Jun 18 17:13:25 2006 UTC (17 years, 10 months ago) by root
Branch: MAIN
Changes since 1.167: +0 -1 lines
Log Message:
tinkering with events and close button

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