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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.25 by elmex, Thu Apr 20 16:29:39 2006 UTC vs.
Revision 1.160 by root, Tue Jun 13 17:14:28 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- IMPIMPIMP-ORA-ANT: history for commandline :) 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: map scroll darken code does not work 712:17 <@schmorp> will have to do that for gce too
5- IMPORTANT: user interface (window positions etc.) should be saved, but 812:17 <@schmorp> remind me of it
6 a) switching modes clears/recreates all widgets (has to, as parameters 912:17 <@schmorp> qwhen i next bundle it
7 are not resolution-independent)
8 b) widget layout is nontrivial as to not obscure map
9 c) need better way to center map then middle-button, maybe map overview
10 (but updates will be slow UPDATE updates are not at all slow).
11 10
11- IMPORTANT: resist_deplete is actulally resist_fear => check also othe rreistancies
12- IMPORTANT: recording multiple macros results in only one macro recorded
13- IMPORTANT: texture reload not working on scaras machine
14- IMPORTANT: gauge size adjustment wreaks havoc
15
16should be solved/investitaged before BETA release:
17- the binding dialog is sometimes behind all windows
18- maybe support mb4/mb5 on selected widgets to facilitate scrolling
19 (inventory, spell list, messge log...) => marc
20- add lmb mouse = cast, mmb2 = invoke or so to spell list.
21- maybe open the help viewer on the first start, or a simple dialog that
22 initially lists keybidings for gcfclient converts.
23- binding window and editor layout broken for long recordings
24- minor: skill list which shows XP and lets u bind stuff
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, press quit)
27- mapmap (overview) - scroll visible area by clicking/dragging
28- maybe move window managing functionality into toplevel: better window management (graphical feedback)
29- the player weight somehow updates strangely when dropping/picking up
30 (update: is this still the case?)
31
32should be solved/investigated before 1.0 release:
33- what happened to the dialog being shown when modifiera are pressed, showing
34 keybindings for this modifier?
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
12- enter runmode when cursor-key repeats 37- enter runmode when cursor-key repeats (maybe not?)
13- mapmap (overview) 38- better focus management: put focus onto active windows, remove it again later
14 - convetr to real window 39 (mainly to speed up gui interaction when map isn't important).
15 - draw rectangle around visible area 40- cairo/win32 looks like shit (premultiplied alpha bug?)
16 - scroll visible area 41 (despite horrendous efforts, this is likely not fixable except by building a custom
17 - make size configurable/reesizable 42 libcairo for win32).
18- use real mapmap size in map caching, not hardcoded 250 size 43 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
44- the binding editor should have a append-record mode or something like that
45- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
46 and add column titles (also for other tables like inventory and bindings)
47- sliders do not change size after reconfigure.
48- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
49- investigate fill widget option.
50- win32, fow_tetxure sometimes nukes other textures
51 (mostly fixed, but still there: displays list and texture uploads do not go well together)
52- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
53- completer should know more about arguments, e.g. cast summon pet monster,
54 or that some commands do not take arguments ("drop all").
55- textview should not snap to bottom on resize.
56- alt+cursor == diagonal
57- look into extendedmapinfo
19- save only dirty cached maps, and save dirty maps != current map 58- save only dirty cached maps, and save dirty maps != current map
20- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 59- try to synchronize local animation speed with server updates to save on screen refreshes.
21- the stats for the gauges which get into the stats_update function are somehow weird 60- player list from server for tell etc. commands
61- examine etc., should use extendeddrawinfo or sth. similar
62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
22- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 63- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
23- message window layout broken (entry too small). 64- performance: use texture collections for upstream server data instead if gobs
24- mesa-rendering of textview shows only garbage and/or another texture 65 of small textures.
25- label needs "expected char width" 66- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
26- toplevel should enforce that windows always be partially visible 67 affect neighbouring visible pixels (border bleeding).
27- maybe move window managing functionality into toplevel 68- pango fontsize measure and decrease to achieve real pixel height
28 69
29- implement suicide command for server 70TEMPORARY SERVER TODO:
30- cavehippo wants hashstring to be changed to hash name 71- palyer peaceful setting should be independen of game peaceful setting
72 (i.e. one should be able to become hostile against guards but still
73 be peaceful - the palyer peaceful would be toggled by priests and shown
74 in who, the game peaceful steting would be toggled by the peaceful command
75 but not otherwise shown).
31- pippij wants playerstealing to work between hostile players 76- pippij wants playerstealing to work between hostile players
32- schmorp wants to rework the who output format
33- attempt_jump tries to kick jumped-into monster,s but doesn't work 77- attempt_jump tries to kick jumped-into monster,s but doesn't work
34- 1) If you hide, and someone can see you trying to hide, you'll get a 78- 1) If you hide, and someone can see you trying to hide, you'll get a
35 message, even when you can't see that other person. 79 message, even when you can't see that other person.
36- 2) hiding exp is always 1, independant of how difficult it is to hide 80- 2) hiding exp is always 1, independant of how difficult it is to hide
37- 3) jumping into monsters does no damage, even though it's supposed to 81- 3) jumping into monsters does no damage, even though it's supposed to
38 be an attack (mentioned before). You also get no exp for this 82 be an attack (mentioned before). You also get no exp for this
39- 10) (feature request): bug/typo/idea commands to automatically log 83- 10) (feature request): bug/typo/idea commands to automatically log
40 your comments, with the mentioning of the current map (and perhaps an 84 your comments, with the mentioning of the current map (and perhaps an
41 item, if you do 'bug <item>'). 85 item, if you do 'bug <item>').
42
43"workarounded" but not solved:
44(- IMPORTANT: move widgets to integer coordinates - fix containers!)
45(- pango fontsize measure and decrease to achieve real pixel height)
46 86
47set_face 4783 => 70 87set_face 4783 => 70
48libpng warning: Ignoring gAMA chunk with gamma=0 88libpng warning: Ignoring gAMA chunk with gamma=0
49allocating id 71 89allocating id 71
50OK 90OK
57allocating id 73 97allocating id 73
58OK 98OK
59set_face 4784 => 73 99set_face 4784 => 73
60libpng warning: Ignoring gAMA chunk with gamma=0 100libpng warning: Ignoring gAMA chunk with gamma=0
61 101
102 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.
103 /*first pass*/
104 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/
106 if (premultpliedTransparency)
107 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
108 else
109 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
110 /*render the object here*/
111
112 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:
113 /*second pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1-a*/
118
119 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:
120 /*third pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(TRUE); /*enable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1*/
125
126

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