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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.45 by root, Mon May 8 17:23:06 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
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
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 11- IPORTANT³: server crashes
9- IMPORTANT: slider should clip to valid range properly 12>In the ruins of Narcopin lies the tomb of Aljwaf.
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13...
11 a) switching modes clears/recreates all widgets (has to, as parameters 14..
12 are not resolution-independent) 15many dangers, great rew<
13 b) widget layout is nontrivial as to not obscure map 16- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client
14 c) need better way to center map then middle-button, maybe map overview 17 crashe son every startup.
15 (but updates will be slow UPDATE updates are not at all slow). 18- IMPORTANT: running over or pickung up large stacks is etxremely slow.
16- IMPORTANT: animate faces in inventory etc. 19- IMPORTANT: bind to key should always be verbose (DONE)
17- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt 20 (elmex: what is meant by 'verbose' ?)
18 ein savebed aufzusuchen. 21 (^ whats being bound to a key, see other, similar, menu entries?)
19- IMPORTANT: verify and correct connection-dependent texture management 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
20 28
21should be solved/investitaged before release: 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
22- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 40- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
23 (after starting, pressing ogin with connection refused, then close window) 41 (after starting, press quit)
24- remove wrap_mode hack from texture and make it a per-texture operation 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
25- enter runmode when cursor-key repeats 53- enter runmode when cursor-key repeats (maybe not?)
26- mapmap (overview) 54- better focus management: put focus onto active windows, remove it again later
27 - scroll visible area 55 (mainly to speed up gui interaction when map isn't important).
56- cairo/win32 looks like shit (premultiplied alpha bug?)
57 (despite horrendous efforts, this is likely not fixable except by building a custom
58 libcairo for win32).
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
28- save only dirty cached maps, and save dirty maps != current map 74- save only dirty cached maps, and save dirty maps != current map
29- 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.
30- mesa-rendering of textview shows only garbage and/or another texture 76- player list from server for tell etc. commands
31- maybe move window managing functionality into toplevel 77- examine etc., should use extendeddrawinfo or sth. similar
32- look into extendeddrawinfo and extendedmapinfo 78- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
33
34low priority:
35- 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
36- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
37- performance: use texture collections for upstream server data instead if gobs 80- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 81 of small textures.
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 82- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 affect neighbouring visible pixels (border bleeding). 83 affect neighbouring visible pixels (border bleeding).
41- pango fontsize measure and decrease to achieve real pixel height 84- pango fontsize measure and decrease to achieve real pixel height
44- palyer peaceful setting should be independen of game peaceful setting 87- palyer peaceful setting should be independen of game peaceful setting
45 (i.e. one should be able to become hostile against guards but still 88 (i.e. one should be able to become hostile against guards but still
46 be peaceful - the palyer peaceful would be toggled by priests and shown 89 be peaceful - the palyer peaceful would be toggled by priests and shown
47 in who, the game peaceful steting would be toggled by the peaceful command 90 in who, the game peaceful steting would be toggled by the peaceful command
48 but not otherwise shown). 91 but not otherwise shown).
49- run flawfinder on cf
50- disable old socket mode in server
51- implement suicide command for server
52- cavehippo wants hashstring to be changed to hash name
53- pippij wants playerstealing to work between hostile players 92- pippij wants playerstealing to work between hostile players
54- schmorp wants to rework the who output format
55- 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
56- 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
57 message, even when you can't see that other person. 95 message, even when you can't see that other person.
58- 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
59- 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
75allocating id 73 113allocating id 73
76OK 114OK
77set_face 4784 => 73 115set_face 4784 => 73
78libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
79 117
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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