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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.22 by root, Wed Apr 19 06:06:43 2006 UTC vs.
Revision 1.180 by root, Wed Jun 28 21:17:01 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
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- IPORTANT³: server crashes
12>In the ruins of Narcopin lies the tomb of Aljwaf.
13...
14..
15many dangers, great rew<
16- IMPORTANT: running over or pickung up large stacks is etxremely slow.
17- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
18- IMPORTANT: texture reload not working on scaras machine (maybe now)
19 tetxure reload works. but fullscreen => minimize => no way to go back
20- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
21- IMPORTANT: discuss topmost menu, minor issues
22
23should be solved/investitaged before BETA release:
24- floorbox should show currently open container
25- make simple inventory filters: most recently added/changed, normal, only unlocked
26- binding keys is too complicated in the general case => disucss
27- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
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
40should be solved/investigated before 1.0 release:
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
4- enter runmode when cursor-key repeats 46- enter runmode when cursor-key repeats (maybe not?)
5- mapmap (overview) 47- better focus management: put focus onto active windows, remove it again later
6 - convetr to real window 48 (mainly to speed up gui interaction when map isn't important).
7 - draw rectangle around visible area 49- cairo/win32 looks like shit (premultiplied alpha bug?)
8 - scroll visible area 50 (despite horrendous efforts, this is likely not fixable except by building a custom
9 - make size configurable/reesizable 51 libcairo for win32).
10- use real mapmap size in map caching, not hardcoded 250 size 52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- the binding editor should have a append-record mode or something like that
54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
55 and add column titles (also for other tables like inventory and bindings)
56- sliders do not change size after reconfigure.
57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
58- investigate fill widget option.
59- win32, fow_tetxure sometimes nukes other textures
60 (mostly fixed, but still there: displays list and texture uploads do not go well together)
61- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
62- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all").
64- textview should not snap to bottom on resize.
65- alt+cursor == diagonal
66- look into extendedmapinfo
11- save only dirty cached maps, and save dirty maps != current map 67- save only dirty cached maps, and save dirty maps != current map
12- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 68- try to synchronize local animation speed with server updates to save on screen refreshes.
13- the stats for the gauges which get into the stats_update function are somehow weird 69- player list from server for tell etc. commands
14- IMPORTANT: map scroll darken code does not work 70- examine etc., should use extendeddrawinfo or sth. similar
71- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
15- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 72- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
16- message window layout broken (entry too small). 73- performance: use texture collections for upstream server data instead if gobs
17- mesa-rendering of textview shows only garbage and/or another texture 74 of small textures.
18- IMPORTANT: user interface (window positions etc.) should be saved, but 75- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
19 a) switching modes clears/recreates all widgets (has to, as parameters 76 affect neighbouring visible pixels (border bleeding).
20 are not resolution-independent) 77- pango fontsize measure and decrease to achieve real pixel height
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24- label needs "expected char width"
25- toplevel should enforce that windows always be partially visible
26- maybe move window managing functionality into toplevel
27 78
28- cavehippo wants hashstring to be changed to hash name 79TEMPORARY SERVER TODO:
80- palyer peaceful setting should be independen of game peaceful setting
81 (i.e. one should be able to become hostile against guards but still
82 be peaceful - the palyer peaceful would be toggled by priests and shown
83 in who, the game peaceful steting would be toggled by the peaceful command
84 but not otherwise shown).
29- pippij wants playerstealing to work between hostile players 85- pippij wants playerstealing to work between hostile players
30- schmorp wants to rework the who output format
31- attempt_jump tries to kick jumped-into monster,s but doesn't work 86- attempt_jump tries to kick jumped-into monster,s but doesn't work
32 87- 1) If you hide, and someone can see you trying to hide, you'll get a
33"workarounded" but not solved: 88 message, even when you can't see that other person.
34(- IMPORTANT: move widgets to integer coordinates - fix containers!) 89- 2) hiding exp is always 1, independant of how difficult it is to hide
35(- pango fontsize measure and decrease to achieve real pixel height) 90- 3) jumping into monsters does no damage, even though it's supposed to
91 be an attack (mentioned before). You also get no exp for this
92- 10) (feature request): bug/typo/idea commands to automatically log
93 your comments, with the mentioning of the current map (and perhaps an
94 item, if you do 'bug <item>').
36 95
37set_face 4783 => 70 96set_face 4783 => 70
38libpng warning: Ignoring gAMA chunk with gamma=0 97libpng warning: Ignoring gAMA chunk with gamma=0
39allocating id 71 98allocating id 71
40OK 99OK
47allocating id 73 106allocating id 73
48OK 107OK
49set_face 4784 => 73 108set_face 4784 => 73
50libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
51 110
111 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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

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