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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.25 by elmex, Thu Apr 20 16:29:39 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- IMPIMPIMP-ORA-ANT: history for commandline :) 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: map scroll darken code does not work 712:17 <@schmorp> will have to do that for gce too
5- IMPORTANT: user interface (window positions etc.) should be saved, but 812:17 <@schmorp> remind me of it
6 a) switching modes clears/recreates all widgets (has to, as parameters 912:17 <@schmorp> qwhen i next bundle it
7 are not resolution-independent)
8 b) widget layout is nontrivial as to not obscure map
9 c) need better way to center map then middle-button, maybe map overview
10 (but updates will be slow UPDATE updates are not at all slow).
11 10
12- enter runmode when cursor-key repeats 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.
13- mapmap (overview) 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
14 - convetr to real window 13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15 - draw rectangle around visible area 14 show player weight/max weight in inventory
16 - scroll visible area 15 offer common options such as use_skill sense xxx etc. in inventory via menu?
17 - make size configurable/reesizable 16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- use real mapmap size in map caching, not hardcoded 250 size 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
19- save only dirty cached maps, and save dirty maps != current map 48- save only dirty cached maps, and save dirty maps != current map
20- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 49- look into extendedmapinfo
21- 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,
22- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 51 or that some commands do not take arguments ("drop all").
23- message window layout broken (entry too small). 52- sliders do not change size after reconfigure.
24- mesa-rendering of textview shows only garbage and/or another texture 53- enter runmode when cursor-key repeats (maybe not?)
25- label needs "expected char width" 54- cairo/win32 looks like shit (premultiplied alpha bug?)
26- toplevel should enforce that windows always be partially visible 55 (despite horrendous efforts, this is likely not fixable except by building a custom
27- maybe move window managing functionality into toplevel 56 libcairo for win32).
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.).
59- performance: use texture collections for upstream server data instead if gobs
60 of small textures.
28 61
29- implement suicide command for server 62TEMPORARY SERVER TODO:
30- cavehippo wants hashstring to be changed to hash name 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).
31- pippij wants playerstealing to work between hostile players 68- pippij wants playerstealing to work between hostile players
32- schmorp wants to rework the who output format
33- 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
34- 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
35 message, even when you can't see that other person. 71 message, even when you can't see that other person.
36- 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
37- 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
38 be an attack (mentioned before). You also get no exp for this 74 be an attack (mentioned before). You also get no exp for this
39- 10) (feature request): bug/typo/idea commands to automatically log 75- 10) (feature request): bug/typo/idea commands to automatically log
40 your comments, with the mentioning of the current map (and perhaps an 76 your comments, with the mentioning of the current map (and perhaps an
41 item, if you do 'bug <item>'). 77 item, if you do 'bug <item>').
42
43"workarounded" but not solved:
44(- IMPORTANT: move widgets to integer coordinates - fix containers!)
45(- pango fontsize measure and decrease to achieve real pixel height)
46 78
47set_face 4783 => 70 79set_face 4783 => 70
48libpng warning: Ignoring gAMA chunk with gamma=0 80libpng warning: Ignoring gAMA chunk with gamma=0
49allocating id 71 81allocating id 71
50OK 82OK
57allocating id 73 89allocating id 73
58OK 90OK
59set_face 4784 => 73 91set_face 4784 => 73
60libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
61 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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