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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.21 by root, Tue Apr 18 21:34:02 2006 UTC vs.
Revision 1.192 by root, Tue Jul 4 23:23:31 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- IMPIMPIMP-ORA-ANT: history for commandline :) 612:17 <@schmorp> i do list all libs manually for pclient
4- enter runmode when cursor-key repeats 712:17 <@schmorp> will have to do that for gce too
5- mapmap (overview) 812:17 <@schmorp> remind me of it
6 - convetr to real window 912:17 <@schmorp> qwhen i next bundle it
7 - draw rectangle around visible area 10
8 - scroll visible area 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.
9 - make size configurable/reesizable 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
10- use real mapmap size in map caching, not hardcoded 250 size 13 => either using bg attribute, or something else. neither way is currently implementable, imho
14 => or maybe using an extra icon for curses/magic items?)
15 maybe drag&drop, otherwise two containers side-by-side makes little sense.
16 show player weight/max weight in inventory
17 offer common options such as use_skill sense xxx etc. in inventory via menu?
18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
19- notebook should provide a visual feedback (support form button class?)
20- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
21- skill page in playerbook
22- enable autopickup/disable in right-click menĂ¼ for map
23- help window close button
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- minor: skill list which shows XP and lets u bind stuff
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, press quit)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
31
32should be solved/investigated before 1.0 release:
33- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings
35- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts.
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
40- but fullscreen => minimize (alt-esc) => no way to go back [windows]
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
46post-1.0:
47- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49 affect neighbouring visible pixels (border bleeding).
50- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands
11- save only dirty cached maps, and save dirty maps != current map 52- save only dirty cached maps, and save dirty maps != current map
12- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 53- look into extendedmapinfo
13- the stats for the gauges which get into the stats_update function are somehow weird 54- completer should know more about arguments, e.g. cast summon pet monster,
14- IMPORTANT: map scroll darken code does not work 55 or that some commands do not take arguments ("drop all").
15- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 56- sliders do not change size after reconfigure.
16- message window layout broken (entry too small). 57- enter runmode when cursor-key repeats (maybe not?)
17- mesa-rendering of textview shows only garbage and/or another texture 58- cairo/win32 looks like shit (premultiplied alpha bug?)
18- IMPORTANT: user interface (window positions etc.) should be saved, but 59 (despite horrendous efforts, this is likely not fixable except by building a custom
19 a) switching modes clears/recreates all widgets (has to, as parameters 60 libcairo for win32).
20 are not resolution-independent) 61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
21 b) widget layout is nontrivial as to not obscure map 62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
22 c) need better way to center map then middle-button, maybe map overview 63- performance: use texture collections for upstream server data instead if gobs
23 (but updates will be slow UPDATE updates are not at all slow). 64 of small textures.
24- labels are generally shown too small
25- labels have an extra " " at the end that affects size calculations(?)
26- label needs "expected char width"
27- make font description copy: font size changes hurt A LOT (really?)
28- toplevel should enforce that windows always be partially visible
29- maybe move window managing functionality into toplevel
30 65
31- cavehippo wants hashstring to be changed to hash name 66TEMPORARY SERVER TODO:
67- palyer peaceful setting should be independen of game peaceful setting
68 (i.e. one should be able to become hostile against guards but still
69 be peaceful - the palyer peaceful would be toggled by priests and shown
70 in who, the game peaceful steting would be toggled by the peaceful command
71 but not otherwise shown).
32- pippij wants playerstealing to work between hostile players 72- pippij wants playerstealing to work between hostile players
33- schmorp wants to rework the who output format 73- attempt_jump tries to kick jumped-into monster,s but doesn't work
34 74- 1) If you hide, and someone can see you trying to hide, you'll get a
35"workarounded" but not solved: 75 message, even when you can't see that other person.
36(- IMPORTANT: move widgets to integer coordinates - fix containers!) 76- 2) hiding exp is always 1, independant of how difficult it is to hide
37(- pango fontsize measure and decrease to achieve real pixel height) 77- 3) jumping into monsters does no damage, even though it's supposed to
78 be an attack (mentioned before). You also get no exp for this
79- 10) (feature request): bug/typo/idea commands to automatically log
80 your comments, with the mentioning of the current map (and perhaps an
81 item, if you do 'bug <item>').
38 82
39set_face 4783 => 70 83set_face 4783 => 70
40libpng warning: Ignoring gAMA chunk with gamma=0 84libpng warning: Ignoring gAMA chunk with gamma=0
41allocating id 71 85allocating id 71
42OK 86OK
49allocating id 73 93allocating id 73
50OK 94OK
51set_face 4784 => 73 95set_face 4784 => 73
52libpng warning: Ignoring gAMA chunk with gamma=0 96libpng warning: Ignoring gAMA chunk with gamma=0
53 97
98 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.
99 /*first pass*/
100 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
101 glDepthMask(FALSE); /*disable Z buffer*/
102 if (premultpliedTransparency)
103 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
104 else
105 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
106 /*render the object here*/
107
108 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:
109 /*second pass*/
110 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
113 /*render the object with alpha replaced with 1-a*/
114
115 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:
116 /*third pass*/
117 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
118 glDepthMask(TRUE); /*enable Z buffer*/
119 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
120 /*render the object with alpha replaced with 1*/
121
122

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