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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.8 by root, Fri Apr 14 02:06:22 2006 UTC vs.
Revision 1.174 by root, Sun Jun 25 18:30:56 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: move widgets to integer coordinates - fix containers! 612:17 <@schmorp> i do list all libs manually for pclient
4- label needs "expected char size" 712:17 <@schmorp> will have to do that for gce too
5- make font description copy: font size changes hurt A LOT 812:17 <@schmorp> remind me of it
6- toplevel should enforce that windowa alway sbe partially visible 912:17 <@schmorp> qwhen i next bundle it
7- maybe move window managing functionality into toplevel
8 10
9"workarounded": 11- IMPORTANT: spell list => scorll down => "Pickup" => scrollbar not updated
12- IMPORTANT: bind to key in complete has no effect
13 + fixed
14 - (and should be verbose) (elmex: what is meant by 'verbose' ?)
15- IMPORTANT: new key bindings not shown,
16 + key bindings do refresh now correctly
17 - please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
18- IMPORTANT: recording multiple macros results in only one macro recorded
19 - how to 'record multiple macros'? (elmex: please explain)
20- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
21 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
22- IMPORTANT: texture reload not working on scaras machine (maybe now)
23- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
24
25should be solved/investitaged before BETA release:
26- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
27- the binding dialog is sometimes behind all windows
28- maybe support mb4/mb5 on selected widgets to facilitate scrolling
29 (inventory, spell list, messge log...) => marc
30- add lmb mouse = cast, mmb2 = invoke or so to spell list.
31- maybe open the help viewer on the first start, or a simple dialog that
32 initially lists keybidings for gcfclient converts.
33- binding window and editor layout broken for long recordings
34- minor: skill list which shows XP and lets u bind stuff
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit)
37- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40 (update: is this still the case?)
41
42should be solved/investigated before 1.0 release:
43- what happened to the dialog being shown when modifiera are pressed, showing
44 keybindings for this modifier?
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
47- enter runmode when cursor-key repeats (maybe not?)
48- better focus management: put focus onto active windows, remove it again later
49 (mainly to speed up gui interaction when map isn't important).
50- cairo/win32 looks like shit (premultiplied alpha bug?)
51 (despite horrendous efforts, this is likely not fixable except by building a custom
52 libcairo for win32).
53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
54- the binding editor should have a append-record mode or something like that
55- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
56 and add column titles (also for other tables like inventory and bindings)
57- sliders do not change size after reconfigure.
58- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
59- investigate fill widget option.
60- win32, fow_tetxure sometimes nukes other textures
61 (mostly fixed, but still there: displays list and texture uploads do not go well together)
62- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
63- completer should know more about arguments, e.g. cast summon pet monster,
64 or that some commands do not take arguments ("drop all").
65- textview should not snap to bottom on resize.
66- alt+cursor == diagonal
67- look into extendedmapinfo
68- save only dirty cached maps, and save dirty maps != current map
69- try to synchronize local animation speed with server updates to save on screen refreshes.
70- player list from server for tell etc. commands
71- examine etc., should use extendeddrawinfo or sth. similar
72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
73- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
74- performance: use texture collections for upstream server data instead if gobs
75 of small textures.
76- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
77 affect neighbouring visible pixels (border bleeding).
10(- pango fontsize measure and decrease to achieve real pixel height) 78- pango fontsize measure and decrease to achieve real pixel height
79
80TEMPORARY SERVER TODO:
81- palyer peaceful setting should be independen of game peaceful setting
82 (i.e. one should be able to become hostile against guards but still
83 be peaceful - the palyer peaceful would be toggled by priests and shown
84 in who, the game peaceful steting would be toggled by the peaceful command
85 but not otherwise shown).
86- pippij wants playerstealing to work between hostile players
87- attempt_jump tries to kick jumped-into monster,s but doesn't work
88- 1) If you hide, and someone can see you trying to hide, you'll get a
89 message, even when you can't see that other person.
90- 2) hiding exp is always 1, independant of how difficult it is to hide
91- 3) jumping into monsters does no damage, even though it's supposed to
92 be an attack (mentioned before). You also get no exp for this
93- 10) (feature request): bug/typo/idea commands to automatically log
94 your comments, with the mentioning of the current map (and perhaps an
95 item, if you do 'bug <item>').
96
97set_face 4783 => 70
98libpng warning: Ignoring gAMA chunk with gamma=0
99allocating id 71
100OK
101set_face 4782 => 71
102libpng warning: Ignoring gAMA chunk with gamma=0
103allocating id 72
104OK
105set_face 4781 => 72
106libpng warning: Ignoring gAMA chunk with gamma=0
107allocating id 73
108OK
109set_face 4784 => 73
110libpng warning: Ignoring gAMA chunk with gamma=0
111
112 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.
113 /*first pass*/
114 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 if (premultpliedTransparency)
117 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
118 else
119 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
120 /*render the object here*/
121
122 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:
123 /*second pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1-a*/
128
129 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:
130 /*third pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(TRUE); /*enable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1*/
135
136

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