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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.43 by root, Fri Apr 28 17:18:29 2006 UTC vs.
Revision 1.182 by root, Wed Jun 28 23:39:14 2006 UTC

1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html
3
1http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
2 5
312:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
412:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
7 10
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 11- IPORTANT³: server crashes
9- IMPORTANT: slider should clip to valid range properly 12>In the ruins of Narcopin lies the tomb of Aljwaf.
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13...
11 a) switching modes clears/recreates all widgets (has to, as parameters 14..
12 are not resolution-independent) 15many dangers, great rew<
13 b) widget layout is nontrivial as to not obscure map 16- IMPORTANT: running over or pickung up large stacks is etxremely slow
14 c) need better way to center map then middle-button, maybe map overview 17 = it still takes "long", but is orders of magnitude faster
15 (but updates will be slow UPDATE updates are not at all slow). 18- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
16- IMPORTANT: animate faces in inventory etc. 19- IMPORTANT: texture reload not working on scaras machine (maybe now)
20 tetxure reload works. but fullscreen => minimize => no way to go back
21- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
22- IMPORTANT: discuss topmost menu, minor issues
2301:17 <Scara> ich habs grad nochmal getestet, es ist so das wenn ein item mit shift +
24 leftclick gedropped wird verbliebt ein bild davon im inventory, anders
25 wenn man mit dem befehl "drop *" etwas dropped verschwindet es aus dem
26 inventory, wird etwas mit middle click gegessen bleibt es auch im
27 inventory, auch wenn es eigendlich nicht dort ist
17 28
29
18should be solved/investitaged before release: 30should be solved/investitaged before BETA release:
31- floorbox should show currently open container
32- make simple inventory filters: most recently added/changed, normal, only unlocked
33- binding keys is too complicated in the general case => disucss
34- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- add lmb mouse = cast, mmb2 = invoke or so to spell list.
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
40- binding window and editor layout broken for long recordings
41- minor: skill list which shows XP and lets u bind stuff
19- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
20 (after starting, pressing ogin with connection refused, then close window) 43 (after starting, press quit)
21- remove wrap_mode hack from texture and make it a per-texture operation 44- mapmap (overview) - scroll visible area by clicking/dragging
45- maybe move window managing functionality into toplevel: better window management (graphical feedback)
46
47should be solved/investigated before 1.0 release:
48- spell list => scroll down => "Pickup" => scrollbar not updated
49- what happened to the dialog being shown when modifiera are pressed, showing
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
22- enter runmode when cursor-key repeats 53- enter runmode when cursor-key repeats (maybe not?)
23- mapmap (overview) 54- better focus management: put focus onto active windows, remove it again later
24 - scroll visible area 55 (mainly to speed up gui interaction when map isn't important).
56- cairo/win32 looks like shit (premultiplied alpha bug?)
57 (despite horrendous efforts, this is likely not fixable except by building a custom
58 libcairo for win32).
59 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
60- the binding editor should have a append-record mode or something like that
61- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
62 and add column titles (also for other tables like inventory and bindings)
63- sliders do not change size after reconfigure.
64- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
65- investigate fill widget option.
66- win32, fow_tetxure sometimes nukes other textures
67 (mostly fixed, but still there: displays list and texture uploads do not go well together)
68- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
69- completer should know more about arguments, e.g. cast summon pet monster,
70 or that some commands do not take arguments ("drop all").
71- textview should not snap to bottom on resize.
72- alt+cursor == diagonal
73- look into extendedmapinfo
25- save only dirty cached maps, and save dirty maps != current map 74- save only dirty cached maps, and save dirty maps != current map
26- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 75- try to synchronize local animation speed with server updates to save on screen refreshes.
27- mesa-rendering of textview shows only garbage and/or another texture 76- player list from server for tell etc. commands
28- maybe move window managing functionality into toplevel 77- examine etc., should use extendeddrawinfo or sth. similar
29- look into extendeddrawinfo and extendedmapinfo 78- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
30
31low priority:
32- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 79- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
33- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
34- performance: use texture collections for upstream server data instead if gobs 80- performance: use texture collections for upstream server data instead if gobs
35 of small textures. 81 of small textures.
36- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 82- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
37 affect neighbouring visible pixels (border bleeding). 83 affect neighbouring visible pixels (border bleeding).
38- pango fontsize measure and decrease to achieve real pixel height 84- pango fontsize measure and decrease to achieve real pixel height
41- palyer peaceful setting should be independen of game peaceful setting 87- palyer peaceful setting should be independen of game peaceful setting
42 (i.e. one should be able to become hostile against guards but still 88 (i.e. one should be able to become hostile against guards but still
43 be peaceful - the palyer peaceful would be toggled by priests and shown 89 be peaceful - the palyer peaceful would be toggled by priests and shown
44 in who, the game peaceful steting would be toggled by the peaceful command 90 in who, the game peaceful steting would be toggled by the peaceful command
45 but not otherwise shown). 91 but not otherwise shown).
46- run flawfinder on cf
47- disable old socket mode in server
48- implement suicide command for server
49- cavehippo wants hashstring to be changed to hash name
50- pippij wants playerstealing to work between hostile players 92- pippij wants playerstealing to work between hostile players
51- schmorp wants to rework the who output format
52- attempt_jump tries to kick jumped-into monster,s but doesn't work 93- attempt_jump tries to kick jumped-into monster,s but doesn't work
53- 1) If you hide, and someone can see you trying to hide, you'll get a 94- 1) If you hide, and someone can see you trying to hide, you'll get a
54 message, even when you can't see that other person. 95 message, even when you can't see that other person.
55- 2) hiding exp is always 1, independant of how difficult it is to hide 96- 2) hiding exp is always 1, independant of how difficult it is to hide
56- 3) jumping into monsters does no damage, even though it's supposed to 97- 3) jumping into monsters does no damage, even though it's supposed to
72allocating id 73 113allocating id 73
73OK 114OK
74set_face 4784 => 73 115set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
76 117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142

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