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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.35 by root, Mon Apr 24 11:54:25 2006 UTC vs.
Revision 1.166 by root, Thu Jun 15 15:50:22 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- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
12 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
13- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex)
14- IMPORTANT: recording multiple macros results in only one macro recorded
15- IMPORTANT: texture reload not working on scaras machine (maybe now)
16- IMPORTANT: make close button optional to the very few windows that support it
17- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
18- IMPORTANT: magic mapping moves randomly when we scroll the map internally
19- IMPORTANT: put keybindings and loginname and related info into $CFG->{profile}{default} so
20 we can add profiles *later*.
8 21
9- IMPORTANT: slider should clip to valid range properly 22should be solved/investitaged before BETA release:
10- IMPORTANT: user interface (window positions etc.) should be saved, but 23- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
11 a) switching modes clears/recreates all widgets (has to, as parameters 24- the binding dialog is sometimes behind all windows
12 are not resolution-independent) 25- maybe support mb4/mb5 on selected widgets to facilitate scrolling
13 b) widget layout is nontrivial as to not obscure map 26 (inventory, spell list, messge log...) => marc
14 c) need better way to center map then middle-button, maybe map overview 27- add lmb mouse = cast, mmb2 = invoke or so to spell list.
15 (but updates will be slow UPDATE updates are not at all slow). 28- maybe open the help viewer on the first start, or a simple dialog that
29 initially lists keybidings for gcfclient converts.
30- binding window and editor layout broken for long recordings
31- minor: skill list which shows XP and lets u bind stuff
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit)
34- mapmap (overview) - scroll visible area by clicking/dragging
35- maybe move window managing functionality into toplevel: better window management (graphical feedback)
36- the player weight somehow updates strangely when dropping/picking up
37 (update: is this still the case?)
16 38
39should be solved/investigated before 1.0 release:
40- what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
17- enter runmode when cursor-key repeats 44- enter runmode when cursor-key repeats (maybe not?)
18- mapmap (overview) 45- better focus management: put focus onto active windows, remove it again later
19 - convetr to real window 46 (mainly to speed up gui interaction when map isn't important).
20 - draw rectangle around visible area 47- cairo/win32 looks like shit (premultiplied alpha bug?)
21 - scroll visible area 48 (despite horrendous efforts, this is likely not fixable except by building a custom
22 - make size configurable/reesizable 49 libcairo for win32).
23- use real mapmap size in map caching, not hardcoded 250 size 50 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
51- the binding editor should have a append-record mode or something like that
52- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
53 and add column titles (also for other tables like inventory and bindings)
54- sliders do not change size after reconfigure.
55- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
56- investigate fill widget option.
57- win32, fow_tetxure sometimes nukes other textures
58 (mostly fixed, but still there: displays list and texture uploads do not go well together)
59- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
60- completer should know more about arguments, e.g. cast summon pet monster,
61 or that some commands do not take arguments ("drop all").
62- textview should not snap to bottom on resize.
63- alt+cursor == diagonal
64- look into extendedmapinfo
24- save only dirty cached maps, and save dirty maps != current map 65- 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 66- 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 67- player list from server for tell etc. commands
68- examine etc., should use extendeddrawinfo or sth. similar
69- 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 70- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
28- message window layout broken (entry too small). 71- performance: use texture collections for upstream server data instead if gobs
29- mesa-rendering of textview shows only garbage and/or another texture 72 of small textures.
30- label needs "expected char width" 73- 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 74 affect neighbouring visible pixels (border bleeding).
32- maybe move window managing functionality into toplevel 75- pango fontsize measure and decrease to achieve real pixel height
33- look into extendeddrawinfo and extendedmapinfo
34- add extenstive tooltips to stats window, basically like a manual :)
35 76
36TEMPORARY SERVER TODO: 77TEMPORARY SERVER TODO:
37- palyer peaceful setting should be independen of game peaceful setting 78- palyer peaceful setting should be independen of game peaceful setting
38 (i.e. one should be able to become hostile against guards but still 79 (i.e. one should be able to become hostile against guards but still
39 be peaceful - the palyer peaceful would be toggled by priests and shown 80 be peaceful - the palyer peaceful would be toggled by priests and shown
40 in who, the game peaceful steting would be toggled by the peaceful command 81 in who, the game peaceful steting would be toggled by the peaceful command
41 but not otherwise shown). 82 but not otherwise shown).
42- run flawfinder on cf
43- disable old socket mode in server
44- implement suicide command for server
45- cavehippo wants hashstring to be changed to hash name
46- pippij wants playerstealing to work between hostile players 83- pippij wants playerstealing to work between hostile players
47- schmorp wants to rework the who output format
48- attempt_jump tries to kick jumped-into monster,s but doesn't work 84- attempt_jump tries to kick jumped-into monster,s but doesn't work
49- 1) If you hide, and someone can see you trying to hide, you'll get a 85- 1) If you hide, and someone can see you trying to hide, you'll get a
50 message, even when you can't see that other person. 86 message, even when you can't see that other person.
51- 2) hiding exp is always 1, independant of how difficult it is to hide 87- 2) hiding exp is always 1, independant of how difficult it is to hide
52- 3) jumping into monsters does no damage, even though it's supposed to 88- 3) jumping into monsters does no damage, even though it's supposed to
53 be an attack (mentioned before). You also get no exp for this 89 be an attack (mentioned before). You also get no exp for this
54- 10) (feature request): bug/typo/idea commands to automatically log 90- 10) (feature request): bug/typo/idea commands to automatically log
55 your comments, with the mentioning of the current map (and perhaps an 91 your comments, with the mentioning of the current map (and perhaps an
56 item, if you do 'bug <item>'). 92 item, if you do 'bug <item>').
57
58"workarounded" but not solved:
59(- IMPORTANT: move widgets to integer coordinates - fix containers!)
60(- pango fontsize measure and decrease to achieve real pixel height)
61 93
62set_face 4783 => 70 94set_face 4783 => 70
63libpng warning: Ignoring gAMA chunk with gamma=0 95libpng warning: Ignoring gAMA chunk with gamma=0
64allocating id 71 96allocating id 71
65OK 97OK
72allocating id 73 104allocating id 73
73OK 105OK
74set_face 4784 => 73 106set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0 107libpng warning: Ignoring gAMA chunk with gamma=0
76 108
109 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.
110 /*first pass*/
111 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 if (premultpliedTransparency)
114 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
115 else
116 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
117 /*render the object here*/
118
119 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:
120 /*second pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1-a*/
125
126 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:
127 /*third pass*/
128 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
129 glDepthMask(TRUE); /*enable Z buffer*/
130 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
131 /*render the object with alpha replaced with 1*/
132
133

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