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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.48 by root, Fri May 12 02:08:51 2006 UTC vs.
Revision 1.189 by root, Mon Jul 3 00:40:56 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: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579.
12 cannot work on them. 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
14- IMPORTANT: inventory update must be incremental (too slow) 14 show player weight/max weight in inventory
15- IMPORTANT: slider should clip to valid range properly 15 offer common options such as use_skill sense xxx etc. in inventory via menu?
16- IMPORTANT: user interface (window positions etc.) should be saved, but 16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
17 b) widget layout is nontrivial as to not obscure map 17- skill page in playerbook
18 c) need better way to center map then middle-button, maybe map overview 18- enable autopickup/disable in right-click menĂ¼ for map
19 (but updates will be slow UPDATE updates are not at all slow). 19- help window close button
20- IMPORTANT: animate faces in inventory etc. 20- floorbox should show currently open container
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 21- make simple inventory filters: most recently added/changed, normal, only unlocked
22- IMPORTANT: verify and correct connection-dependent texture management 22- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
23- minor: skill list which shows XP and lets u bind stuff
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, press quit)
26- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
27- show stat changes in statusbox
23 28
24should be solved/investitaged before release: 29should 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 30- mapmap (overview) - scroll visible area by clicking/dragging
31- binding window and editor layout broken for long recordings
32- maybe open the help viewer on the first start, or a simple dialog that
33 initially lists keybidings for gcfclient converts.
34- maybe support mb4/mb5 on selected widgets to facilitate scrolling
35 (inventory, spell list, messge log...) => marc
36- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
37- but fullscreen => minimize (alt-esc) => no way to go back [windows]
38- spell list => scroll down => "Pickup" => scrollbar not updated
39- what happened to the dialog being shown when modifiera are pressed, showing
40 keybindings for this modifier?
41- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
42
43post-1.0:
44- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
45 affect neighbouring visible pixels (border bleeding).
46- examine etc., should use extendeddrawinfo or sth. similar
47- player list from server for tell etc. commands
30- save only dirty cached maps, and save dirty maps != current map 48- 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 49- look into extendedmapinfo
32- mesa-rendering of textview shows only garbage and/or another texture 50- completer should know more about arguments, e.g. cast summon pet monster,
33- maybe move window managing functionality into toplevel 51 or that some commands do not take arguments ("drop all").
34- look into extendeddrawinfo and extendedmapinfo 52- sliders do not change size after reconfigure.
35- update/check_size should be done at most once/frame/widget. 53- enter runmode when cursor-key repeats (maybe not?)
36 54- cairo/win32 looks like shit (premultiplied alpha bug?)
37low priority: 55 (despite horrendous efforts, this is likely not fixable except by building a custom
38- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 56 libcairo for win32).
39- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 57 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
40- performance: use texture collections for upstream server data instead if gobs 59- performance: use texture collections for upstream server data instead if gobs
41 of small textures. 60 of small textures.
42- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
43 affect neighbouring visible pixels (border bleeding).
44- pango fontsize measure and decrease to achieve real pixel height
45 61
46TEMPORARY SERVER TODO: 62TEMPORARY SERVER TODO:
47- palyer peaceful setting should be independen of game peaceful setting 63- palyer peaceful setting should be independen of game peaceful setting
48 (i.e. one should be able to become hostile against guards but still 64 (i.e. one should be able to become hostile against guards but still
49 be peaceful - the palyer peaceful would be toggled by priests and shown 65 be peaceful - the palyer peaceful would be toggled by priests and shown
50 in who, the game peaceful steting would be toggled by the peaceful command 66 in who, the game peaceful steting would be toggled by the peaceful command
51 but not otherwise shown). 67 but not otherwise shown).
52- run flawfinder on cf
53- disable old socket mode in server
54- implement suicide command for server
55- cavehippo wants hashstring to be changed to hash name
56- pippij wants playerstealing to work between hostile players 68- pippij wants playerstealing to work between hostile players
57- schmorp wants to rework the who output format
58- attempt_jump tries to kick jumped-into monster,s but doesn't work 69- attempt_jump tries to kick jumped-into monster,s but doesn't work
59- 1) If you hide, and someone can see you trying to hide, you'll get a 70- 1) If you hide, and someone can see you trying to hide, you'll get a
60 message, even when you can't see that other person. 71 message, even when you can't see that other person.
61- 2) hiding exp is always 1, independant of how difficult it is to hide 72- 2) hiding exp is always 1, independant of how difficult it is to hide
62- 3) jumping into monsters does no damage, even though it's supposed to 73- 3) jumping into monsters does no damage, even though it's supposed to
78allocating id 73 89allocating id 73
79OK 90OK
80set_face 4784 => 73 91set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
82 93
94 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.
95 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/
98 if (premultpliedTransparency)
99 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
100 else
101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102 /*render the object here*/
103
104 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:
105 /*second pass*/
106 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
109 /*render the object with alpha replaced with 1-a*/
110
111 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:
112 /*third pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(TRUE); /*enable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1*/
117
118

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