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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.42 by root, Fri Apr 28 09:22:00 2006 UTC vs.
Revision 1.185 by elmex, Sun Jul 2 16:25:19 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- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
9- IMPORTANT: slider should clip to valid range properly 12 bind action stays open when closing theamcro recorder
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13- IMPORTANT: discuss topmost menu, minor issues
11 a) switching modes clears/recreates all widgets (has to, as parameters
12 are not resolution-independent)
13 b) widget layout is nontrivial as to not obscure map
14 c) need better way to center map then middle-button, maybe map overview
15 (but updates will be slow UPDATE updates are not at all slow).
16- IMPORTANT: animate faces in inventory etc.
17 14
18should be solved/investitaged before release: 15should be solved/investitaged before BETA release:
19- remove wrap_mode hack from texture and make it a per-texture operation 16- floorbox should show currently open container
17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- binding keys is too complicated in the general case => disucss
19- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
20- maybe support mb4/mb5 on selected widgets to facilitate scrolling
21 (inventory, spell list, messge log...) => marc
22- add lmb mouse = cast, mmb2 = invoke or so to spell list.
23- maybe open the help viewer on the first start, or a simple dialog that
24 initially lists keybidings for gcfclient converts.
25- binding window and editor layout broken for long recordings
26- minor: skill list which shows XP and lets u bind stuff
27- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
28 (after starting, press quit)
29- mapmap (overview) - scroll visible area by clicking/dragging
30- maybe move window managing functionality into toplevel: better window management (graphical feedback)
31
32should be solved/investigated before 1.0 release:
33- but fullscreen => minimize (alt-esc) => no way to go back [windows]
34- spell list => scroll down => "Pickup" => scrollbar not updated
35- what happened to the dialog being shown when modifiera are pressed, showing
36 keybindings for this modifier?
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
20- enter runmode when cursor-key repeats 39- enter runmode when cursor-key repeats (maybe not?)
21- mapmap (overview) 40- better focus management: put focus onto active windows, remove it again later
22 - scroll visible area 41 (mainly to speed up gui interaction when map isn't important).
42- cairo/win32 looks like shit (premultiplied alpha bug?)
43 (despite horrendous efforts, this is likely not fixable except by building a custom
44 libcairo for win32).
45 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
46- the binding editor should have a append-record mode or something like that
47- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
48 and add column titles (also for other tables like inventory and bindings)
49- sliders do not change size after reconfigure.
50- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
51- investigate fill widget option.
52- win32, fow_tetxure sometimes nukes other textures
53 (mostly fixed, but still there: displays list and texture uploads do not go well together)
54- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
55- completer should know more about arguments, e.g. cast summon pet monster,
56 or that some commands do not take arguments ("drop all").
57- textview should not snap to bottom on resize.
58- alt+cursor == diagonal
59- look into extendedmapinfo
23- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
24- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 61- try to synchronize local animation speed with server updates to save on screen refreshes.
25- mesa-rendering of textview shows only garbage and/or another texture 62- player list from server for tell etc. commands
26- maybe move window managing functionality into toplevel 63- examine etc., should use extendeddrawinfo or sth. similar
27- look into extendeddrawinfo and extendedmapinfo 64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
28
29low priority:
30- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
31- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
32- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
33 of small textures. 67 of small textures.
34- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 68- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35 affect neighbouring visible pixels (border bleeding). 69 affect neighbouring visible pixels (border bleeding).
36- pango fontsize measure and decrease to achieve real pixel height 70- pango fontsize measure and decrease to achieve real pixel height
39- palyer peaceful setting should be independen of game peaceful setting 73- palyer peaceful setting should be independen of game peaceful setting
40 (i.e. one should be able to become hostile against guards but still 74 (i.e. one should be able to become hostile against guards but still
41 be peaceful - the palyer peaceful would be toggled by priests and shown 75 be peaceful - the palyer peaceful would be toggled by priests and shown
42 in who, the game peaceful steting would be toggled by the peaceful command 76 in who, the game peaceful steting would be toggled by the peaceful command
43 but not otherwise shown). 77 but not otherwise shown).
44- run flawfinder on cf
45- disable old socket mode in server
46- implement suicide command for server
47- cavehippo wants hashstring to be changed to hash name
48- pippij wants playerstealing to work between hostile players 78- pippij wants playerstealing to work between hostile players
49- schmorp wants to rework the who output format
50- attempt_jump tries to kick jumped-into monster,s but doesn't work 79- attempt_jump tries to kick jumped-into monster,s but doesn't work
51- 1) If you hide, and someone can see you trying to hide, you'll get a 80- 1) If you hide, and someone can see you trying to hide, you'll get a
52 message, even when you can't see that other person. 81 message, even when you can't see that other person.
53- 2) hiding exp is always 1, independant of how difficult it is to hide 82- 2) hiding exp is always 1, independant of how difficult it is to hide
54- 3) jumping into monsters does no damage, even though it's supposed to 83- 3) jumping into monsters does no damage, even though it's supposed to
70allocating id 73 99allocating id 73
71OK 100OK
72set_face 4784 => 73 101set_face 4784 => 73
73libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
74 103
104 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.
105 /*first pass*/
106 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 if (premultpliedTransparency)
109 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
110 else
111 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
112 /*render the object here*/
113
114 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:
115 /*second pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1-a*/
120
121 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:
122 /*third pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(TRUE); /*enable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1*/
127
128

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