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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.49 by root, Fri May 12 15:45:41 2006 UTC vs.
Revision 1.187 by elmex, Sun Jul 2 22:10:57 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: kick elmex for not documenting the bugs here so other people 11- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12 cannot work on them. 12 bind action stays open when closing theamcro recorder
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 13- IMPORTANT: discuss topmost menu, minor issues
14- IMPORTANT: inventory update must be incremental (too slow) 14- enable autopickup/disable in right-click menĂ¼ for map
15- IMPORTANT: slider should clip to valid range properly 15- help window close button
16- IMPORTANT: user interface (window positions etc.) should be saved, but 16- floorbox should show currently open container
17 b) widget layout is nontrivial as to not obscure map 17- make simple inventory filters: most recently added/changed, normal, only unlocked
18 c) need better way to center map then middle-button, maybe map overview 18- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
19 (but updates will be slow UPDATE updates are not at all slow). 19- minor: skill list which shows XP and lets u bind stuff
20- IMPORTANT: animate faces in inventory etc. 20- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 21 (after starting, press quit)
22- IMPORTANT: verify and correct connection-dependent texture management 22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
23- show stat changes in statusbox
23 24
24should be solved/investitaged before release: 25should be solved/investigated before 1.0 release:
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window)
27- remove wrap_mode hack from texture and make it a per-texture operation
28- enter runmode when cursor-key repeats
29- mapmap (overview) - scroll visible area by clicking/dragging 26- mapmap (overview) - scroll visible area by clicking/dragging
27- binding window and editor layout broken for long recordings
28- maybe open the help viewer on the first start, or a simple dialog that
29 initially lists keybidings for gcfclient converts.
30- maybe support mb4/mb5 on selected widgets to facilitate scrolling
31 (inventory, spell list, messge log...) => marc
32- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
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
39post-1.0:
40- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41 affect neighbouring visible pixels (border bleeding).
42- examine etc., should use extendeddrawinfo or sth. similar
43- player list from server for tell etc. commands
30- save only dirty cached maps, and save dirty maps != current map 44- save only dirty cached maps, and save dirty maps != current map
31- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 45- look into extendedmapinfo
32- mesa-rendering of textview shows only garbage and/or another texture 46- completer should know more about arguments, e.g. cast summon pet monster,
33- maybe move window managing functionality into toplevel 47 or that some commands do not take arguments ("drop all").
34- look into extendeddrawinfo and extendedmapinfo 48- sliders do not change size after reconfigure.
35- update/check_size should be done at most once/frame/widget. 49- enter runmode when cursor-key repeats (maybe not?)
36 50- cairo/win32 looks like shit (premultiplied alpha bug?)
37low priority: 51 (despite horrendous efforts, this is likely not fixable except by building a custom
52 libcairo for win32).
53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
38- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
39- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
40- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
41- performance: use texture collections for upstream server data instead if gobs 55- performance: use texture collections for upstream server data instead if gobs
42 of small textures. 56 of small textures.
43- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
44 affect neighbouring visible pixels (border bleeding).
45- pango fontsize measure and decrease to achieve real pixel height
46 57
47TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
48- palyer peaceful setting should be independen of game peaceful setting 59- palyer peaceful setting should be independen of game peaceful setting
49 (i.e. one should be able to become hostile against guards but still 60 (i.e. one should be able to become hostile against guards but still
50 be peaceful - the palyer peaceful would be toggled by priests and shown 61 be peaceful - the palyer peaceful would be toggled by priests and shown
51 in who, the game peaceful steting would be toggled by the peaceful command 62 in who, the game peaceful steting would be toggled by the peaceful command
52 but not otherwise shown). 63 but not otherwise shown).
53- pippij wants playerstealing to work between hostile players 64- 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 65- 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 66- 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. 67 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 68- 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 69- 3) jumping into monsters does no damage, even though it's supposed to
75allocating id 73 85allocating id 73
76OK 86OK
77set_face 4784 => 73 87set_face 4784 => 73
78libpng warning: Ignoring gAMA chunk with gamma=0 88libpng warning: Ignoring gAMA chunk with gamma=0
79 89
90 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.
91 /*first pass*/
92 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
93 glDepthMask(FALSE); /*disable Z buffer*/
94 if (premultpliedTransparency)
95 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
96 else
97 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
98 /*render the object here*/
99
100 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:
101 /*second pass*/
102 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
103 glDepthMask(FALSE); /*disable Z buffer*/
104 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
105 /*render the object with alpha replaced with 1-a*/
106
107 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:
108 /*third pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(TRUE); /*enable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1*/
113
114

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