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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.20 by elmex, Tue Apr 18 20:18:34 2006 UTC vs.
Revision 1.169 by root, Sun Jun 18 17:23:35 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
612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10
11- IMPORTANT: ctrl-insert does (no longeR?) open the binding editor
12- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
13 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
14- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex)
15- IMPORTANT: recording multiple macros results in only one macro recorded
16- IMPORTANT: texture reload not working on scaras machine (maybe now)
17- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
18
19should be solved/investitaged before BETA release:
20- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
21- the binding dialog is sometimes behind all windows
22- maybe support mb4/mb5 on selected widgets to facilitate scrolling
23 (inventory, spell list, messge log...) => marc
24- add lmb mouse = cast, mmb2 = invoke or so to spell list.
25- maybe open the help viewer on the first start, or a simple dialog that
26 initially lists keybidings for gcfclient converts.
27- binding window and editor layout broken for long recordings
28- minor: skill list which shows XP and lets u bind stuff
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, press quit)
31- mapmap (overview) - scroll visible area by clicking/dragging
32- maybe move window managing functionality into toplevel: better window management (graphical feedback)
33- the player weight somehow updates strangely when dropping/picking up
34 (update: is this still the case?)
35
36should be solved/investigated before 1.0 release:
37- what happened to the dialog being shown when modifiera are pressed, showing
38 keybindings for this modifier?
39- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
40- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
3- enter runmode when cursor-key repeats 41- enter runmode when cursor-key repeats (maybe not?)
4- mapmap (overview) 42- better focus management: put focus onto active windows, remove it again later
5 - convetr to real window 43 (mainly to speed up gui interaction when map isn't important).
6 - draw rectangle around visible area 44- cairo/win32 looks like shit (premultiplied alpha bug?)
7 - scroll visible area 45 (despite horrendous efforts, this is likely not fixable except by building a custom
8 - make size configurable/reesizable 46 libcairo for win32).
9- use real mapmap size in map caching, not hardcoded 250 size 47 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
48- the binding editor should have a append-record mode or something like that
49- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
50 and add column titles (also for other tables like inventory and bindings)
51- sliders do not change size after reconfigure.
52- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
53- investigate fill widget option.
54- win32, fow_tetxure sometimes nukes other textures
55 (mostly fixed, but still there: displays list and texture uploads do not go well together)
56- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
57- completer should know more about arguments, e.g. cast summon pet monster,
58 or that some commands do not take arguments ("drop all").
59- textview should not snap to bottom on resize.
60- alt+cursor == diagonal
61- look into extendedmapinfo
10- save only dirty cached maps, and save dirty maps != current map 62- save only dirty cached maps, and save dirty maps != current map
11- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 63- try to synchronize local animation speed with server updates to save on screen refreshes.
12- the stats for the gauges which get into the stats_update function are somehow weird 64- player list from server for tell etc. commands
13- IMPORTANT: map scroll darken code does not work 65- examine etc., should use extendeddrawinfo or sth. similar
66- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
14- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 67- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
15- message window layout broken (entry too small). 68- performance: use texture collections for upstream server data instead if gobs
16- mesa-rendering of textview shows only garbage and/or another texture 69 of small textures.
17- IMPORTANT: user interface (window positions etc.) should be saved, but 70- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
18 a) switching modes clears/recreates all widgets (has to, as parameters 71 affect neighbouring visible pixels (border bleeding).
19 are not resolution-independent) 72- pango fontsize measure and decrease to achieve real pixel height
20 b) widget layout is nontrivial as to not obscure map
21 c) need better way to center map then middle-button, maybe map overview
22 (but updates will be slow UPDATE updates are not at all slow).
23- labels are generally shown too small
24- labels have an extra " " at the end that affects size calculations(?)
25- label needs "expected char width"
26- make font description copy: font size changes hurt A LOT (really?)
27- toplevel should enforce that windows always be partially visible
28- maybe move window managing functionality into toplevel
29 73
30- cavehippo wants hashstring to be changed to hash name 74TEMPORARY SERVER TODO:
75- palyer peaceful setting should be independen of game peaceful setting
76 (i.e. one should be able to become hostile against guards but still
77 be peaceful - the palyer peaceful would be toggled by priests and shown
78 in who, the game peaceful steting would be toggled by the peaceful command
79 but not otherwise shown).
31- pippij wants playerstealing to work between hostile players 80- pippij wants playerstealing to work between hostile players
32- schmorp wants to rework the who output format 81- attempt_jump tries to kick jumped-into monster,s but doesn't work
33 82- 1) If you hide, and someone can see you trying to hide, you'll get a
34"workarounded" but not solved: 83 message, even when you can't see that other person.
35(- IMPORTANT: move widgets to integer coordinates - fix containers!) 84- 2) hiding exp is always 1, independant of how difficult it is to hide
36(- pango fontsize measure and decrease to achieve real pixel height) 85- 3) jumping into monsters does no damage, even though it's supposed to
86 be an attack (mentioned before). You also get no exp for this
87- 10) (feature request): bug/typo/idea commands to automatically log
88 your comments, with the mentioning of the current map (and perhaps an
89 item, if you do 'bug <item>').
37 90
38set_face 4783 => 70 91set_face 4783 => 70
39libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
40allocating id 71 93allocating id 71
41OK 94OK
48allocating id 73 101allocating id 73
49OK 102OK
50set_face 4784 => 73 103set_face 4784 => 73
51libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
52 105
106 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.
107 /*first pass*/
108 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
109 glDepthMask(FALSE); /*disable Z buffer*/
110 if (premultpliedTransparency)
111 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
112 else
113 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
114 /*render the object here*/
115
116 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:
117 /*second pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(FALSE); /*disable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1-a*/
122
123 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:
124 /*third pass*/
125 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
126 glDepthMask(TRUE); /*enable Z buffer*/
127 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
128 /*render the object with alpha replaced with 1*/
129
130

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