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Revision 1.27 by elmex, Sat Apr 22 12:14:43 2006 UTC vs.
Revision 1.177 by elmex, Wed Jun 28 09:45:10 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
12- BUG: when the gauge fontsize changes in client setup the fontsize isn't updated. 11- IPORTANT³: server crashes
13 it's somehow only updated when the size of the frame changes. (or the size of 12>In the ruins of Narcopin lies the tomb of Aljwaf.
14 the labels itself? or their position?) 13...
15 propably i'm doing something wrong in CFClient::UI::Frame ? 14..
15many dangers, great rew<
16- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client
17 crashe son every startup.
18- IMPORTANT: running over or pickung up large stacks is etxremely slow.
19- IMPORTANT: bind to key should always be verbose (DONE)
20 (elmex: what is meant by 'verbose' ?)
21 (^ whats being bound to a key, see other, similar, menu entries?)
22- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
23- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
24 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
25- IMPORTANT: texture reload not working on scaras machine (maybe now)
26- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
27- IMPORTANT: discuss topmost menu, minor issues
16 28
29should be solved/investitaged before BETA release:
30- binding keys is too complicated in the general case => disucss
31- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
32- the binding dialog is sometimes behind all windows
33- maybe support mb4/mb5 on selected widgets to facilitate scrolling
34 (inventory, spell list, messge log...) => marc
35- add lmb mouse = cast, mmb2 = invoke or so to spell list.
36- maybe open the help viewer on the first start, or a simple dialog that
37 initially lists keybidings for gcfclient converts.
38- binding window and editor layout broken for long recordings
39- minor: skill list which shows XP and lets u bind stuff
40- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
41 (after starting, press quit)
42- mapmap (overview) - scroll visible area by clicking/dragging
43- maybe move window managing functionality into toplevel: better window management (graphical feedback)
44- the player weight somehow updates strangely when dropping/picking up
45 (update: is this still the case?)
46
47should be solved/investigated before 1.0 release:
48- spell list => scroll down => "Pickup" => scrollbar not updated
49- what happened to the dialog being shown when modifiera are pressed, showing
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
17- enter runmode when cursor-key repeats 53- enter runmode when cursor-key repeats (maybe not?)
18- mapmap (overview) 54- better focus management: put focus onto active windows, remove it again later
19 - convetr to real window 55 (mainly to speed up gui interaction when map isn't important).
20 - draw rectangle around visible area 56- cairo/win32 looks like shit (premultiplied alpha bug?)
21 - scroll visible area 57 (despite horrendous efforts, this is likely not fixable except by building a custom
22 - make size configurable/reesizable 58 libcairo for win32).
23- use real mapmap size in map caching, not hardcoded 250 size 59 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
60- the binding editor should have a append-record mode or something like that
61- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
62 and add column titles (also for other tables like inventory and bindings)
63- sliders do not change size after reconfigure.
64- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
65- investigate fill widget option.
66- win32, fow_tetxure sometimes nukes other textures
67 (mostly fixed, but still there: displays list and texture uploads do not go well together)
68- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
69- completer should know more about arguments, e.g. cast summon pet monster,
70 or that some commands do not take arguments ("drop all").
71- textview should not snap to bottom on resize.
72- alt+cursor == diagonal
73- look into extendedmapinfo
24- save only dirty cached maps, and save dirty maps != current map 74- 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 75- 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 76- player list from server for tell etc. commands
77- examine etc., should use extendeddrawinfo or sth. similar
78- 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 79- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
28- message window layout broken (entry too small). 80- performance: use texture collections for upstream server data instead if gobs
29- mesa-rendering of textview shows only garbage and/or another texture 81 of small textures.
30- label needs "expected char width" 82- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
31- toplevel should enforce that windows always be partially visible 83 affect neighbouring visible pixels (border bleeding).
32- maybe move window managing functionality into toplevel 84- pango fontsize measure and decrease to achieve real pixel height
33 85
34- disable old socket mode in server 86TEMPORARY SERVER TODO:
35- implement suicide command for server 87- palyer peaceful setting should be independen of game peaceful setting
36- cavehippo wants hashstring to be changed to hash name 88 (i.e. one should be able to become hostile against guards but still
89 be peaceful - the palyer peaceful would be toggled by priests and shown
90 in who, the game peaceful steting would be toggled by the peaceful command
91 but not otherwise shown).
37- pippij wants playerstealing to work between hostile players 92- pippij wants playerstealing to work between hostile players
38- schmorp wants to rework the who output format
39- attempt_jump tries to kick jumped-into monster,s but doesn't work 93- attempt_jump tries to kick jumped-into monster,s but doesn't work
40- 1) If you hide, and someone can see you trying to hide, you'll get a 94- 1) If you hide, and someone can see you trying to hide, you'll get a
41 message, even when you can't see that other person. 95 message, even when you can't see that other person.
42- 2) hiding exp is always 1, independant of how difficult it is to hide 96- 2) hiding exp is always 1, independant of how difficult it is to hide
43- 3) jumping into monsters does no damage, even though it's supposed to 97- 3) jumping into monsters does no damage, even though it's supposed to
44 be an attack (mentioned before). You also get no exp for this 98 be an attack (mentioned before). You also get no exp for this
45- 10) (feature request): bug/typo/idea commands to automatically log 99- 10) (feature request): bug/typo/idea commands to automatically log
46 your comments, with the mentioning of the current map (and perhaps an 100 your comments, with the mentioning of the current map (and perhaps an
47 item, if you do 'bug <item>'). 101 item, if you do 'bug <item>').
48
49"workarounded" but not solved:
50(- IMPORTANT: move widgets to integer coordinates - fix containers!)
51(- pango fontsize measure and decrease to achieve real pixel height)
52 102
53set_face 4783 => 70 103set_face 4783 => 70
54libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
55allocating id 71 105allocating id 71
56OK 106OK
63allocating id 73 113allocating id 73
64OK 114OK
65set_face 4784 => 73 115set_face 4784 => 73
66libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
67 117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142

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