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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.38 by root, Tue Apr 25 13:08:17 2006 UTC vs.
Revision 1.164 by root, Thu Jun 15 08:29:16 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: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex)
12- IMPORTANT: recording multiple macros results in only one macro recorded
13- IMPORTANT: texture reload not working on scaras machine (maybe now)
14- IMPORTANT: make close button optional to the very few windows that support it
15- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
16- IMPORTANT: magic mapping, anybody?
17- IMPORTANT: put keybindings and loginname and related info into $CFG->{profile}{default} so
18 we can add profiles *later*.
8 19
9- IMPORTANT: slider should clip to valid range properly 20should be solved/investitaged before BETA release:
10- IMPORTANT: user interface (window positions etc.) should be saved, but 21- 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 22- the binding dialog is sometimes behind all windows
12 are not resolution-independent) 23- maybe support mb4/mb5 on selected widgets to facilitate scrolling
13 b) widget layout is nontrivial as to not obscure map 24 (inventory, spell list, messge log...) => marc
14 c) need better way to center map then middle-button, maybe map overview 25- add lmb mouse = cast, mmb2 = invoke or so to spell list.
15 (but updates will be slow UPDATE updates are not at all slow). 26- maybe open the help viewer on the first start, or a simple dialog that
27 initially lists keybidings for gcfclient converts.
28- binding window and editor layout broken for long recordings
29- minor: skill list which shows XP and lets u bind stuff
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit)
32- mapmap (overview) - scroll visible area by clicking/dragging
33- maybe move window managing functionality into toplevel: better window management (graphical feedback)
34- the player weight somehow updates strangely when dropping/picking up
35 (update: is this still the case?)
16 36
17- remove wrap_mode hack from texture and make it a per-texture operation 37should be solved/investigated before 1.0 release:
38- what happened to the dialog being shown when modifiera are pressed, showing
39 keybindings for this modifier?
40- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
41- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
18- enter runmode when cursor-key repeats 42- enter runmode when cursor-key repeats (maybe not?)
19- mapmap (overview) 43- better focus management: put focus onto active windows, remove it again later
20 - convetr to real window 44 (mainly to speed up gui interaction when map isn't important).
21 - draw rectangle around visible area 45- cairo/win32 looks like shit (premultiplied alpha bug?)
22 - scroll visible area 46 (despite horrendous efforts, this is likely not fixable except by building a custom
23 - make size configurable/reesizable 47 libcairo for win32).
24- use real mapmap size in map caching, not hardcoded 250 size 48 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
49- the binding editor should have a append-record mode or something like that
50- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
51 and add column titles (also for other tables like inventory and bindings)
52- sliders do not change size after reconfigure.
53- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
54- investigate fill widget option.
55- win32, fow_tetxure sometimes nukes other textures
56 (mostly fixed, but still there: displays list and texture uploads do not go well together)
57- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
58- completer should know more about arguments, e.g. cast summon pet monster,
59 or that some commands do not take arguments ("drop all").
60- textview should not snap to bottom on resize.
61- alt+cursor == diagonal
62- look into extendedmapinfo
25- save only dirty cached maps, and save dirty maps != current map 63- save only dirty cached maps, and save dirty maps != current map
26- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 64- try to synchronize local animation speed with server updates to save on screen refreshes.
27- the stats for the gauges which get into the stats_update function are somehow weird 65- player list from server for tell etc. commands
66- examine etc., should use extendeddrawinfo or sth. similar
67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
28- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 68- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
29- message window layout broken (entry too small).
30- mesa-rendering of textview shows only garbage and/or another texture
31- label needs "expected char width"
32- toplevel should enforce that windows always be partially visible
33- maybe move window managing functionality into toplevel
34- look into extendeddrawinfo and extendedmapinfo
35- add extenstive tooltips to stats window, basically like a manual :) (resistances missing?)
36- performance: use texture collections for upstream server data instead if gobs 69- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 70 of small textures.
38- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 71- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
39 affect neighbouring visible pixels (border bleeding). 72 affect neighbouring visible pixels (border bleeding).
73- pango fontsize measure and decrease to achieve real pixel height
40 74
41TEMPORARY SERVER TODO: 75TEMPORARY SERVER TODO:
42- palyer peaceful setting should be independen of game peaceful setting 76- palyer peaceful setting should be independen of game peaceful setting
43 (i.e. one should be able to become hostile against guards but still 77 (i.e. one should be able to become hostile against guards but still
44 be peaceful - the palyer peaceful would be toggled by priests and shown 78 be peaceful - the palyer peaceful would be toggled by priests and shown
45 in who, the game peaceful steting would be toggled by the peaceful command 79 in who, the game peaceful steting would be toggled by the peaceful command
46 but not otherwise shown). 80 but not otherwise shown).
47- run flawfinder on cf
48- disable old socket mode in server
49- implement suicide command for server
50- cavehippo wants hashstring to be changed to hash name
51- pippij wants playerstealing to work between hostile players 81- pippij wants playerstealing to work between hostile players
52- schmorp wants to rework the who output format
53- attempt_jump tries to kick jumped-into monster,s but doesn't work 82- attempt_jump tries to kick jumped-into monster,s but doesn't work
54- 1) If you hide, and someone can see you trying to hide, you'll get a 83- 1) If you hide, and someone can see you trying to hide, you'll get a
55 message, even when you can't see that other person. 84 message, even when you can't see that other person.
56- 2) hiding exp is always 1, independant of how difficult it is to hide 85- 2) hiding exp is always 1, independant of how difficult it is to hide
57- 3) jumping into monsters does no damage, even though it's supposed to 86- 3) jumping into monsters does no damage, even though it's supposed to
58 be an attack (mentioned before). You also get no exp for this 87 be an attack (mentioned before). You also get no exp for this
59- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
60 your comments, with the mentioning of the current map (and perhaps an 89 your comments, with the mentioning of the current map (and perhaps an
61 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
62
63"workarounded" but not solved:
64(- IMPORTANT: move widgets to integer coordinates - fix containers!)
65(- pango fontsize measure and decrease to achieve real pixel height)
66 91
67set_face 4783 => 70 92set_face 4783 => 70
68libpng warning: Ignoring gAMA chunk with gamma=0 93libpng warning: Ignoring gAMA chunk with gamma=0
69allocating id 71 94allocating id 71
70OK 95OK
77allocating id 73 102allocating id 73
78OK 103OK
79set_face 4784 => 73 104set_face 4784 => 73
80libpng warning: Ignoring gAMA chunk with gamma=0 105libpng warning: Ignoring gAMA chunk with gamma=0
81 106
107 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.
108 /*first pass*/
109 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 if (premultpliedTransparency)
112 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
113 else
114 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
115 /*render the object here*/
116
117 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:
118 /*second pass*/
119 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
120 glDepthMask(FALSE); /*disable Z buffer*/
121 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
122 /*render the object with alpha replaced with 1-a*/
123
124 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:
125 /*third pass*/
126 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
127 glDepthMask(TRUE); /*enable Z buffer*/
128 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
129 /*render the object with alpha replaced with 1*/
130
131

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