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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.34 by elmex, Mon Apr 24 10:43:38 2006 UTC vs.
Revision 1.175 by root, Mon Jun 26 21:59:03 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
312:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
412:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
7 10
11- IPORTANT³: server crashes
12>In the ruins of Narcopin lies the tomb of Aljwaf.
13...
14..
15many dangers, great rew<
8 16
9- IMPORTANT: slider should clip to valid range properly
10- IMPORTANT: user interface (window positions etc.) should be saved, but
11 a) switching modes clears/recreates all widgets (has to, as parameters
12 are not resolution-independent)
13 b) widget layout is nontrivial as to not obscure map
14 c) need better way to center map then middle-button, maybe map overview
15 (but updates will be slow UPDATE updates are not at all slow).
16 17
18- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client
19 crashe son every startup.
20- IMPORTANT: running over or pickung up large stacks is etxremely slow.
21- IMPORTANT: bind to key should always be verbose (DONE)
22 (elmex: what is meant by 'verbose' ?)
23 (^ whats being bound to a key, see other, similar, menu entries?)
24- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
25 (documenting as found: the binding window is behind other windows, since it forcefully grabs focus,
26 - it should always be topmost (z => 1000 or so)
27- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
28 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
29- IMPORTANT: texture reload not working on scaras machine (maybe now)
30- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
31- IMPORTANT: discuss topmost menu, minor issues
32
33should be solved/investitaged before BETA release:
34- binding keys is too complicated in the general case => disucss
35- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
36- the binding dialog is sometimes behind all windows
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- add lmb mouse = cast, mmb2 = invoke or so to spell list.
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42- binding window and editor layout broken for long recordings
43- minor: skill list which shows XP and lets u bind stuff
44- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
45 (after starting, press quit)
46- mapmap (overview) - scroll visible area by clicking/dragging
47- maybe move window managing functionality into toplevel: better window management (graphical feedback)
48- the player weight somehow updates strangely when dropping/picking up
49 (update: is this still the case?)
50
51should be solved/investigated before 1.0 release:
52- spell list => scroll down => "Pickup" => scrollbar not updated
53- what happened to the dialog being shown when modifiera are pressed, showing
54 keybindings for this modifier?
55- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
56- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
17- enter runmode when cursor-key repeats 57- enter runmode when cursor-key repeats (maybe not?)
18- mapmap (overview) 58- better focus management: put focus onto active windows, remove it again later
19 - convetr to real window 59 (mainly to speed up gui interaction when map isn't important).
20 - draw rectangle around visible area 60- cairo/win32 looks like shit (premultiplied alpha bug?)
21 - scroll visible area 61 (despite horrendous efforts, this is likely not fixable except by building a custom
22 - make size configurable/reesizable 62 libcairo for win32).
23- use real mapmap size in map caching, not hardcoded 250 size 63 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
64- the binding editor should have a append-record mode or something like that
65- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
66 and add column titles (also for other tables like inventory and bindings)
67- sliders do not change size after reconfigure.
68- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
69- investigate fill widget option.
70- win32, fow_tetxure sometimes nukes other textures
71 (mostly fixed, but still there: displays list and texture uploads do not go well together)
72- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
73- completer should know more about arguments, e.g. cast summon pet monster,
74 or that some commands do not take arguments ("drop all").
75- textview should not snap to bottom on resize.
76- alt+cursor == diagonal
77- look into extendedmapinfo
24- save only dirty cached maps, and save dirty maps != current map 78- save only dirty cached maps, and save dirty maps != current map
25- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 79- try to synchronize local animation speed with server updates to save on screen refreshes.
26- the stats for the gauges which get into the stats_update function are somehow weird 80- player list from server for tell etc. commands
81- examine etc., should use extendeddrawinfo or sth. similar
82- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 83- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
28- message window layout broken (entry too small). 84- performance: use texture collections for upstream server data instead if gobs
29- mesa-rendering of textview shows only garbage and/or another texture 85 of small textures.
30- label needs "expected char width" 86- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
31- toplevel should enforce that windows always be partially visible 87 affect neighbouring visible pixels (border bleeding).
32- maybe move window managing functionality into toplevel 88- pango fontsize measure and decrease to achieve real pixel height
33- look into extendeddrawinfo and extendedmapinfo
34 89
35TEMPORARY SERVER TODO: 90TEMPORARY SERVER TODO:
36- palyer peaceful setting should be independen of game peaceful setting 91- palyer peaceful setting should be independen of game peaceful setting
37 (i.e. one should be able to become hostile against guards but still 92 (i.e. one should be able to become hostile against guards but still
38 be peaceful - the palyer peaceful would be toggled by priests and shown 93 be peaceful - the palyer peaceful would be toggled by priests and shown
39 in who, the game peaceful steting would be toggled by the peaceful command 94 in who, the game peaceful steting would be toggled by the peaceful command
40 but not otherwise shown). 95 but not otherwise shown).
41- run flawfinder on cf
42- disable old socket mode in server
43- implement suicide command for server
44- cavehippo wants hashstring to be changed to hash name
45- pippij wants playerstealing to work between hostile players 96- pippij wants playerstealing to work between hostile players
46- schmorp wants to rework the who output format
47- attempt_jump tries to kick jumped-into monster,s but doesn't work 97- attempt_jump tries to kick jumped-into monster,s but doesn't work
48- 1) If you hide, and someone can see you trying to hide, you'll get a 98- 1) If you hide, and someone can see you trying to hide, you'll get a
49 message, even when you can't see that other person. 99 message, even when you can't see that other person.
50- 2) hiding exp is always 1, independant of how difficult it is to hide 100- 2) hiding exp is always 1, independant of how difficult it is to hide
51- 3) jumping into monsters does no damage, even though it's supposed to 101- 3) jumping into monsters does no damage, even though it's supposed to
52 be an attack (mentioned before). You also get no exp for this 102 be an attack (mentioned before). You also get no exp for this
53- 10) (feature request): bug/typo/idea commands to automatically log 103- 10) (feature request): bug/typo/idea commands to automatically log
54 your comments, with the mentioning of the current map (and perhaps an 104 your comments, with the mentioning of the current map (and perhaps an
55 item, if you do 'bug <item>'). 105 item, if you do 'bug <item>').
56
57"workarounded" but not solved:
58(- IMPORTANT: move widgets to integer coordinates - fix containers!)
59(- pango fontsize measure and decrease to achieve real pixel height)
60 106
61set_face 4783 => 70 107set_face 4783 => 70
62libpng warning: Ignoring gAMA chunk with gamma=0 108libpng warning: Ignoring gAMA chunk with gamma=0
63allocating id 71 109allocating id 71
64OK 110OK
71allocating id 73 117allocating id 73
72OK 118OK
73set_face 4784 => 73 119set_face 4784 => 73
74libpng warning: Ignoring gAMA chunk with gamma=0 120libpng warning: Ignoring gAMA chunk with gamma=0
75 121
122 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.
123 /*first pass*/
124 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 if (premultpliedTransparency)
127 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
128 else
129 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
130 /*render the object here*/
131
132 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:
133 /*second pass*/
134 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
135 glDepthMask(FALSE); /*disable Z buffer*/
136 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
137 /*render the object with alpha replaced with 1-a*/
138
139 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:
140 /*third pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(TRUE); /*enable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1*/
145
146

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