ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.36 by root, Tue Apr 25 12:14:09 2006 UTC vs.
Revision 1.159 by elmex, Tue Jun 13 14:35:16 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
11- IMPORTANT: recording multiple macros results in only one macro recorded
12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: gauge size adjustment wreaks havoc
8 14
9- IMPORTANT: slider should clip to valid range properly 15should be solved/investitaged before BETA release:
10- IMPORTANT: user interface (window positions etc.) should be saved, but 16- the binding dialog is sometimes behind all windows
11 a) switching modes clears/recreates all widgets (has to, as parameters 17- maybe support mb4/mb5 on selected widgets to facilitate scrolling
12 are not resolution-independent) 18 (inventory, spell list, messge log...) => marc
13 b) widget layout is nontrivial as to not obscure map 19- add lmb mouse = cast, mmb2 = invoke or so to spell list.
14 c) need better way to center map then middle-button, maybe map overview 20- maybe open the help viewer on the first start, or a simple dialog that
15 (but updates will be slow UPDATE updates are not at all slow). 21 initially lists keybidings for gcfclient converts.
22- binding window and editor layout broken for long recordings
23- minor: skill list which shows XP and lets u bind stuff
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, press quit)
26- mapmap (overview) - scroll visible area by clicking/dragging
27- maybe move window managing functionality into toplevel: better window management (graphical feedback)
28- the player weight somehow updates strangely when dropping/picking up
29 (update: is this still the case?)
16 30
31should be solved/investigated before 1.0 release:
32- what happened to the dialog being shown when modifiera are pressed, showing
33 keybindings for this modifier?
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
17- enter runmode when cursor-key repeats 36- enter runmode when cursor-key repeats (maybe not?)
18- mapmap (overview) 37- better focus management: put focus onto active windows, remove it again later
19 - convetr to real window 38 (mainly to speed up gui interaction when map isn't important).
20 - draw rectangle around visible area 39- cairo/win32 looks like shit (premultiplied alpha bug?)
21 - scroll visible area 40 (despite horrendous efforts, this is likely not fixable except by building a custom
22 - make size configurable/reesizable 41 libcairo for win32).
23- use real mapmap size in map caching, not hardcoded 250 size 42 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
43- the binding editor should have a append-record mode or something like that
44- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
45 and add column titles (also for other tables like inventory and bindings)
46- sliders do not change size after reconfigure.
47- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
48- investigate fill widget option.
49- win32, fow_tetxure sometimes nukes other textures
50 (mostly fixed, but still there: displays list and texture uploads do not go well together)
51- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
52- completer should know more about arguments, e.g. cast summon pet monster,
53 or that some commands do not take arguments ("drop all").
54- textview should not snap to bottom on resize.
55- alt+cursor == diagonal
56- look into extendedmapinfo
24- save only dirty cached maps, and save dirty maps != current map 57- save only dirty cached maps, and save dirty maps != current map
25- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 58- try to synchronize local animation speed with server updates to save on screen refreshes.
26- the stats for the gauges which get into the stats_update function are somehow weird 59- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
28- message window layout broken (entry too small). 63- performance: use texture collections for upstream server data instead if gobs
29- mesa-rendering of textview shows only garbage and/or another texture 64 of small textures.
30- label needs "expected char width"
31- toplevel should enforce that windows always be partially visible
32- maybe move window managing functionality into toplevel
33- look into extendeddrawinfo and extendedmapinfo
34- add extenstive tooltips to stats window, basically like a manual :) (resistances missing?)
35- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 65- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
36 affect neighbouring visible pixels (border bleeding). 66 affect neighbouring visible pixels (border bleeding).
67- pango fontsize measure and decrease to achieve real pixel height
37 68
38TEMPORARY SERVER TODO: 69TEMPORARY SERVER TODO:
39- palyer peaceful setting should be independen of game peaceful setting 70- palyer peaceful setting should be independen of game peaceful setting
40 (i.e. one should be able to become hostile against guards but still 71 (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 72 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 73 in who, the game peaceful steting would be toggled by the peaceful command
43 but not otherwise shown). 74 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 75- 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 76- 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 77- 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. 78 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 79- 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 80- 3) jumping into monsters does no damage, even though it's supposed to
55 be an attack (mentioned before). You also get no exp for this 81 be an attack (mentioned before). You also get no exp for this
56- 10) (feature request): bug/typo/idea commands to automatically log 82- 10) (feature request): bug/typo/idea commands to automatically log
57 your comments, with the mentioning of the current map (and perhaps an 83 your comments, with the mentioning of the current map (and perhaps an
58 item, if you do 'bug <item>'). 84 item, if you do 'bug <item>').
59
60"workarounded" but not solved:
61(- IMPORTANT: move widgets to integer coordinates - fix containers!)
62(- pango fontsize measure and decrease to achieve real pixel height)
63 85
64set_face 4783 => 70 86set_face 4783 => 70
65libpng warning: Ignoring gAMA chunk with gamma=0 87libpng warning: Ignoring gAMA chunk with gamma=0
66allocating id 71 88allocating id 71
67OK 89OK
74allocating id 73 96allocating id 73
75OK 97OK
76set_face 4784 => 73 98set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0 99libpng warning: Ignoring gAMA chunk with gamma=0
78 100
101 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.
102 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 if (premultpliedTransparency)
106 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
107 else
108 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
109 /*render the object here*/
110
111 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:
112 /*second pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1-a*/
117
118 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:
119 /*third pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(TRUE); /*enable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1*/
124
125

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines