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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.42 by root, Fri Apr 28 09:22:00 2006 UTC vs.
Revision 1.191 by root, Mon Jul 3 23:03:42 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- IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579.
9- IMPORTANT: slider should clip to valid range properly 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
11 a) switching modes clears/recreates all widgets (has to, as parameters 14 show player weight/max weight in inventory
12 are not resolution-independent) 15 offer common options such as use_skill sense xxx etc. in inventory via menu?
13 b) widget layout is nontrivial as to not obscure map 16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
14 c) need better way to center map then middle-button, maybe map overview 17- notebook should provide a visual feedback (support form button class?)
15 (but updates will be slow UPDATE updates are not at all slow). 18- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
16- IMPORTANT: animate faces in inventory etc. 19- skill page in playerbook
20- enable autopickup/disable in right-click menĂ¼ for map
21- help window close button
22- floorbox should show currently open container
23- make simple inventory filters: most recently added/changed, normal, only unlocked
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- minor: skill list which shows XP and lets u bind stuff
26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
27 (after starting, press quit)
28- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
17 29
18should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
19- remove wrap_mode hack from texture and make it a per-texture operation 31- mapmap (overview) - scroll visible area by clicking/dragging
20- enter runmode when cursor-key repeats 32- binding window and editor layout broken for long recordings
21- mapmap (overview) 33- maybe open the help viewer on the first start, or a simple dialog that
22 - scroll visible area 34 initially lists keybidings for gcfclient converts.
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
38- but fullscreen => minimize (alt-esc) => no way to go back [windows]
39- spell list => scroll down => "Pickup" => scrollbar not updated
40- what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43
44post-1.0:
45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
46 affect neighbouring visible pixels (border bleeding).
47- examine etc., should use extendeddrawinfo or sth. similar
48- player list from server for tell etc. commands
23- save only dirty cached maps, and save dirty maps != current map 49- save only dirty cached maps, and save dirty maps != current map
24- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 50- look into extendedmapinfo
25- mesa-rendering of textview shows only garbage and/or another texture 51- completer should know more about arguments, e.g. cast summon pet monster,
26- maybe move window managing functionality into toplevel 52 or that some commands do not take arguments ("drop all").
27- look into extendeddrawinfo and extendedmapinfo 53- sliders do not change size after reconfigure.
28 54- enter runmode when cursor-key repeats (maybe not?)
29low priority: 55- cairo/win32 looks like shit (premultiplied alpha bug?)
30- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 56 (despite horrendous efforts, this is likely not fixable except by building a custom
31- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 57 libcairo for win32).
58 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
32- performance: use texture collections for upstream server data instead if gobs 60- performance: use texture collections for upstream server data instead if gobs
33 of small textures. 61 of small textures.
34- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35 affect neighbouring visible pixels (border bleeding).
36- pango fontsize measure and decrease to achieve real pixel height
37 62
38TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
39- palyer peaceful setting should be independen of game peaceful setting 64- palyer peaceful setting should be independen of game peaceful setting
40 (i.e. one should be able to become hostile against guards but still 65 (i.e. one should be able to become hostile against guards but still
41 be peaceful - the palyer peaceful would be toggled by priests and shown 66 be peaceful - the palyer peaceful would be toggled by priests and shown
42 in who, the game peaceful steting would be toggled by the peaceful command 67 in who, the game peaceful steting would be toggled by the peaceful command
43 but not otherwise shown). 68 but not otherwise shown).
44- run flawfinder on cf
45- disable old socket mode in server
46- implement suicide command for server
47- cavehippo wants hashstring to be changed to hash name
48- pippij wants playerstealing to work between hostile players 69- pippij wants playerstealing to work between hostile players
49- schmorp wants to rework the who output format
50- attempt_jump tries to kick jumped-into monster,s but doesn't work 70- attempt_jump tries to kick jumped-into monster,s but doesn't work
51- 1) If you hide, and someone can see you trying to hide, you'll get a 71- 1) If you hide, and someone can see you trying to hide, you'll get a
52 message, even when you can't see that other person. 72 message, even when you can't see that other person.
53- 2) hiding exp is always 1, independant of how difficult it is to hide 73- 2) hiding exp is always 1, independant of how difficult it is to hide
54- 3) jumping into monsters does no damage, even though it's supposed to 74- 3) jumping into monsters does no damage, even though it's supposed to
70allocating id 73 90allocating id 73
71OK 91OK
72set_face 4784 => 73 92set_face 4784 => 73
73libpng warning: Ignoring gAMA chunk with gamma=0 93libpng warning: Ignoring gAMA chunk with gamma=0
74 94
95 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.
96 /*first pass*/
97 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
98 glDepthMask(FALSE); /*disable Z buffer*/
99 if (premultpliedTransparency)
100 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
101 else
102 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
103 /*render the object here*/
104
105 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:
106 /*second pass*/
107 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
108 glDepthMask(FALSE); /*disable Z buffer*/
109 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
110 /*render the object with alpha replaced with 1-a*/
111
112 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:
113 /*third pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(TRUE); /*enable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1*/
118
119

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