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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.33 by elmex, Mon Apr 24 08:44:23 2006 UTC vs.
Revision 1.186 by root, Sun Jul 2 18:52:04 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
3- IMPORTANT: slider should clip to valid range properly 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: user interface (window positions etc.) should be saved, but 712:17 <@schmorp> will have to do that for gce too
5 a) switching modes clears/recreates all widgets (has to, as parameters 812:17 <@schmorp> remind me of it
6 are not resolution-independent) 912:17 <@schmorp> qwhen i next bundle it
7 b) widget layout is nontrivial as to not obscure map
8 c) need better way to center map then middle-button, maybe map overview
9 (but updates will be slow UPDATE updates are not at all slow).
10 10
11- enter runmode when cursor-key repeats 11- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12- mapmap (overview) 12 bind action stays open when closing theamcro recorder
13 - convetr to real window 13- IMPORTANT: discuss topmost menu, minor issues
14 - draw rectangle around visible area 14- enable autopickup/disable in right-click menĂ¼ for map
15 - scroll visible area 15- help window close button
16 - make size configurable/reesizable 16- floorbox should show currently open container
17- use real mapmap size in map caching, not hardcoded 250 size 17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
19- minor: skill list which shows XP and lets u bind stuff
20- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
21 (after starting, press quit)
22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
23
24should be solved/investigated before 1.0 release:
25- mapmap (overview) - scroll visible area by clicking/dragging
26- binding window and editor layout broken for long recordings
27- maybe open the help viewer on the first start, or a simple dialog that
28 initially lists keybidings for gcfclient converts.
29- maybe support mb4/mb5 on selected widgets to facilitate scrolling
30 (inventory, spell list, messge log...) => marc
31- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
32- but fullscreen => minimize (alt-esc) => no way to go back [windows]
33- spell list => scroll down => "Pickup" => scrollbar not updated
34- what happened to the dialog being shown when modifiera are pressed, showing
35 keybindings for this modifier?
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37
38post-1.0:
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 affect neighbouring visible pixels (border bleeding).
41- examine etc., should use extendeddrawinfo or sth. similar
42- player list from server for tell etc. commands
18- save only dirty cached maps, and save dirty maps != current map 43- save only dirty cached maps, and save dirty maps != current map
19- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 44- look into extendedmapinfo
20- the stats for the gauges which get into the stats_update function are somehow weird 45- completer should know more about arguments, e.g. cast summon pet monster,
21- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 46 or that some commands do not take arguments ("drop all").
22- message window layout broken (entry too small). 47- sliders do not change size after reconfigure.
23- mesa-rendering of textview shows only garbage and/or another texture 48- enter runmode when cursor-key repeats (maybe not?)
24- label needs "expected char width" 49- cairo/win32 looks like shit (premultiplied alpha bug?)
25- toplevel should enforce that windows always be partially visible 50 (despite horrendous efforts, this is likely not fixable except by building a custom
26- maybe move window managing functionality into toplevel 51 libcairo for win32).
27- look into extendeddrawinfo and extendedmapinfo 52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
54- performance: use texture collections for upstream server data instead if gobs
55 of small textures.
28 56
29TEMPORARY SERVER TODO: 57TEMPORARY SERVER TODO:
30- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
31 (i.e. one should be able to become hostile against guards but still 59 (i.e. one should be able to become hostile against guards but still
32 be peaceful - the palyer peaceful would be toggled by priests and shown 60 be peaceful - the palyer peaceful would be toggled by priests and shown
33 in who, the game peaceful steting would be toggled by the peaceful command 61 in who, the game peaceful steting would be toggled by the peaceful command
34 but not otherwise shown). 62 but not otherwise shown).
35- run flawfinder on cf
36- disable old socket mode in server
37- implement suicide command for server
38- cavehippo wants hashstring to be changed to hash name
39- pippij wants playerstealing to work between hostile players 63- pippij wants playerstealing to work between hostile players
40- schmorp wants to rework the who output format
41- attempt_jump tries to kick jumped-into monster,s but doesn't work 64- attempt_jump tries to kick jumped-into monster,s but doesn't work
42- 1) If you hide, and someone can see you trying to hide, you'll get a 65- 1) If you hide, and someone can see you trying to hide, you'll get a
43 message, even when you can't see that other person. 66 message, even when you can't see that other person.
44- 2) hiding exp is always 1, independant of how difficult it is to hide 67- 2) hiding exp is always 1, independant of how difficult it is to hide
45- 3) jumping into monsters does no damage, even though it's supposed to 68- 3) jumping into monsters does no damage, even though it's supposed to
46 be an attack (mentioned before). You also get no exp for this 69 be an attack (mentioned before). You also get no exp for this
47- 10) (feature request): bug/typo/idea commands to automatically log 70- 10) (feature request): bug/typo/idea commands to automatically log
48 your comments, with the mentioning of the current map (and perhaps an 71 your comments, with the mentioning of the current map (and perhaps an
49 item, if you do 'bug <item>'). 72 item, if you do 'bug <item>').
50
51"workarounded" but not solved:
52(- IMPORTANT: move widgets to integer coordinates - fix containers!)
53(- pango fontsize measure and decrease to achieve real pixel height)
54 73
55set_face 4783 => 70 74set_face 4783 => 70
56libpng warning: Ignoring gAMA chunk with gamma=0 75libpng warning: Ignoring gAMA chunk with gamma=0
57allocating id 71 76allocating id 71
58OK 77OK
65allocating id 73 84allocating id 73
66OK 85OK
67set_face 4784 => 73 86set_face 4784 => 73
68libpng warning: Ignoring gAMA chunk with gamma=0 87libpng warning: Ignoring gAMA chunk with gamma=0
69 88
89 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.
90 /*first pass*/
91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
92 glDepthMask(FALSE); /*disable Z buffer*/
93 if (premultpliedTransparency)
94 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
95 else
96 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
97 /*render the object here*/
98
99 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:
100 /*second pass*/
101 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
104 /*render the object with alpha replaced with 1-a*/
105
106 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:
107 /*third pass*/
108 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
109 glDepthMask(TRUE); /*enable Z buffer*/
110 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
111 /*render the object with alpha replaced with 1*/
112
113

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