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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 1.180 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
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- IMPORTANT: running over or pickung up large stacks is etxremely slow.
14 c) need better way to center map then middle-button, maybe map overview 17- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
15 (but updates will be slow UPDATE updates are not at all slow). 18- IMPORTANT: texture reload not working on scaras machine (maybe now)
16- IMPORTANT: animate faces in inventory etc. 19 tetxure reload works. but fullscreen => minimize => no way to go back
17- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt 20- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
18 ein savebed aufzusuchen. 21- IMPORTANT: discuss topmost menu, minor issues
19- IMPORTANT: verify and correct connection-dependent texture management
20 22
21should be solved/investitaged before release: 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
22- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
23 (after starting, pressing ogin with connection refused, then close window) 36 (after starting, press quit)
24- remove wrap_mode hack from texture and make it a per-texture operation 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
25- enter runmode when cursor-key repeats 46- enter runmode when cursor-key repeats (maybe not?)
26- mapmap (overview) 47- better focus management: put focus onto active windows, remove it again later
27 - scroll visible area 48 (mainly to speed up gui interaction when map isn't important).
49- cairo/win32 looks like shit (premultiplied alpha bug?)
50 (despite horrendous efforts, this is likely not fixable except by building a custom
51 libcairo for win32).
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
28- save only dirty cached maps, and save dirty maps != current map 67- 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 68- 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 69- player list from server for tell etc. commands
31- maybe move window managing functionality into toplevel 70- examine etc., should use extendeddrawinfo or sth. similar
32- look into extendeddrawinfo and extendedmapinfo 71- 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 72- 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 73- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 74 of small textures.
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 75- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 affect neighbouring visible pixels (border bleeding). 76 affect neighbouring visible pixels (border bleeding).
41- pango fontsize measure and decrease to achieve real pixel height 77- pango fontsize measure and decrease to achieve real pixel height
44- palyer peaceful setting should be independen of game peaceful setting 80- palyer peaceful setting should be independen of game peaceful setting
45 (i.e. one should be able to become hostile against guards but still 81 (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 82 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 83 in who, the game peaceful steting would be toggled by the peaceful command
48 but not otherwise shown). 84 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 85- 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 86- 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 87- 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. 88 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 89- 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 90- 3) jumping into monsters does no damage, even though it's supposed to
75allocating id 73 106allocating id 73
76OK 107OK
77set_face 4784 => 73 108set_face 4784 => 73
78libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
79 110
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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