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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.19 by root, Tue Apr 18 02:04:22 2006 UTC vs.
Revision 1.189 by root, Mon Jul 3 00:40:56 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- mapmap (overview) 612:17 <@schmorp> i do list all libs manually for pclient
4 - convetr to real window 712:17 <@schmorp> will have to do that for gce too
5 - draw rectangle around visible area 812:17 <@schmorp> remind me of it
6 - scroll visible area 912:17 <@schmorp> qwhen i next bundle it
7 - make size configurable/reesizable 10
8- use real mapmap size in map caching, not hardcoded 250 size 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- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
14 show player weight/max weight in inventory
15 offer common options such as use_skill sense xxx etc. in inventory via menu?
16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
17- skill page in playerbook
18- enable autopickup/disable in right-click menĂ¼ for map
19- help window close button
20- floorbox should show currently open container
21- make simple inventory filters: most recently added/changed, normal, only unlocked
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
28
29should be solved/investigated before 1.0 release:
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
9- save only dirty cached maps, and save dirty maps != current map 48- save only dirty cached maps, and save dirty maps != current map
10- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 49- look into extendedmapinfo
11- the stats for the gauges which get into the stats_update function are somehow weird 50- completer should know more about arguments, e.g. cast summon pet monster,
12- IMPORTANT: map scroll darken code does not work 51 or that some commands do not take arguments ("drop all").
13- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 52- sliders do not change size after reconfigure.
14- message window layout broken (entry too small). 53- enter runmode when cursor-key repeats (maybe not?)
15- mesa-rendering of textview shows only garbage and/or another texture 54- cairo/win32 looks like shit (premultiplied alpha bug?)
16- IMPORTANT: user interface (window positions etc.) should be saved, but 55 (despite horrendous efforts, this is likely not fixable except by building a custom
17 a) switching modes clears/recreates all widgets (has to, as parameters 56 libcairo for win32).
18 are not resolution-independent) 57 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
19 b) widget layout is nontrivial as to not obscure map 58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
20 c) need better way to center map then middle-button, maybe map overview 59- performance: use texture collections for upstream server data instead if gobs
21 (but updates will be slow UPDATE updates are not at all slow). 60 of small textures.
22- labels are generally shown too small
23- labels have an extra " " at the end that affects size calculations(?)
24- label needs "expected char width"
25- make font description copy: font size changes hurt A LOT (really?)
26- toplevel should enforce that windows always be partially visible
27- maybe move window managing functionality into toplevel
28 61
29- cavehippo wants hashstring to be changed to hash name 62TEMPORARY SERVER TODO:
63- palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown
66 in who, the game peaceful steting would be toggled by the peaceful command
67 but not otherwise shown).
30- pippij wants playerstealing to work between hostile players 68- pippij wants playerstealing to work between hostile players
31- schmorp wants to rework the who output format 69- attempt_jump tries to kick jumped-into monster,s but doesn't work
32 70- 1) If you hide, and someone can see you trying to hide, you'll get a
33"workarounded" but not solved: 71 message, even when you can't see that other person.
34(- IMPORTANT: move widgets to integer coordinates - fix containers!) 72- 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) 73- 3) jumping into monsters does no damage, even though it's supposed to
74 be an attack (mentioned before). You also get no exp for this
75- 10) (feature request): bug/typo/idea commands to automatically log
76 your comments, with the mentioning of the current map (and perhaps an
77 item, if you do 'bug <item>').
36 78
37set_face 4783 => 70 79set_face 4783 => 70
38libpng warning: Ignoring gAMA chunk with gamma=0 80libpng warning: Ignoring gAMA chunk with gamma=0
39allocating id 71 81allocating id 71
40OK 82OK
47allocating id 73 89allocating id 73
48OK 90OK
49set_face 4784 => 73 91set_face 4784 => 73
50libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
51 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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