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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.42 by root, Fri Apr 28 09:22:00 2006 UTC vs.
Revision 1.176 by elmex, Wed Jun 28 09:42:39 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
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 11- IPORTANT³: server crashes
9- IMPORTANT: slider should clip to valid range properly 12>In the ruins of Narcopin lies the tomb of Aljwaf.
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13...
11 a) switching modes clears/recreates all widgets (has to, as parameters 14..
12 are not resolution-independent) 15many dangers, great rew<
13 b) widget layout is nontrivial as to not obscure map 16- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client
14 c) need better way to center map then middle-button, maybe map overview 17 crashe son every startup.
15 (but updates will be slow UPDATE updates are not at all slow). 18- IMPORTANT: running over or pickung up large stacks is etxremely slow.
16- IMPORTANT: animate faces in inventory etc. 19- IMPORTANT: bind to key should always be verbose (DONE)
20 (elmex: what is meant by 'verbose' ?)
21 (^ whats being bound to a key, see other, similar, menu entries?)
22- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
23 (documenting as found: the binding window is behind other windows, since it forcefully grabs focus,
24 - it should always be topmost (z => 1000 or so)
25- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
26 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
27- IMPORTANT: texture reload not working on scaras machine (maybe now)
28- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
29- IMPORTANT: discuss topmost menu, minor issues
17 30
18should be solved/investitaged before release: 31should be solved/investitaged before BETA release:
19- remove wrap_mode hack from texture and make it a per-texture operation 32- binding keys is too complicated in the general case => disucss
33- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
34- the binding dialog is sometimes behind all windows
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- add lmb mouse = cast, mmb2 = invoke or so to spell list.
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
40- binding window and editor layout broken for long recordings
41- minor: skill list which shows XP and lets u bind stuff
42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
43 (after starting, press quit)
44- mapmap (overview) - scroll visible area by clicking/dragging
45- maybe move window managing functionality into toplevel: better window management (graphical feedback)
46- the player weight somehow updates strangely when dropping/picking up
47 (update: is this still the case?)
48
49should be solved/investigated before 1.0 release:
50- spell list => scroll down => "Pickup" => scrollbar not updated
51- what happened to the dialog being shown when modifiera are pressed, showing
52 keybindings for this modifier?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
54- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
20- enter runmode when cursor-key repeats 55- enter runmode when cursor-key repeats (maybe not?)
21- mapmap (overview) 56- better focus management: put focus onto active windows, remove it again later
22 - scroll visible area 57 (mainly to speed up gui interaction when map isn't important).
58- cairo/win32 looks like shit (premultiplied alpha bug?)
59 (despite horrendous efforts, this is likely not fixable except by building a custom
60 libcairo for win32).
61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
62- the binding editor should have a append-record mode or something like that
63- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
64 and add column titles (also for other tables like inventory and bindings)
65- sliders do not change size after reconfigure.
66- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
67- investigate fill widget option.
68- win32, fow_tetxure sometimes nukes other textures
69 (mostly fixed, but still there: displays list and texture uploads do not go well together)
70- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
71- completer should know more about arguments, e.g. cast summon pet monster,
72 or that some commands do not take arguments ("drop all").
73- textview should not snap to bottom on resize.
74- alt+cursor == diagonal
75- look into extendedmapinfo
23- save only dirty cached maps, and save dirty maps != current map 76- save only dirty cached maps, and save dirty maps != current map
24- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 77- try to synchronize local animation speed with server updates to save on screen refreshes.
25- mesa-rendering of textview shows only garbage and/or another texture 78- player list from server for tell etc. commands
26- maybe move window managing functionality into toplevel 79- examine etc., should use extendeddrawinfo or sth. similar
27- look into extendeddrawinfo and extendedmapinfo 80- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
28
29low priority:
30- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 81- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
31- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
32- performance: use texture collections for upstream server data instead if gobs 82- performance: use texture collections for upstream server data instead if gobs
33 of small textures. 83 of small textures.
34- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 84- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35 affect neighbouring visible pixels (border bleeding). 85 affect neighbouring visible pixels (border bleeding).
36- pango fontsize measure and decrease to achieve real pixel height 86- pango fontsize measure and decrease to achieve real pixel height
39- palyer peaceful setting should be independen of game peaceful setting 89- palyer peaceful setting should be independen of game peaceful setting
40 (i.e. one should be able to become hostile against guards but still 90 (i.e. one should be able to become hostile against guards but still
41 be peaceful - the palyer peaceful would be toggled by priests and shown 91 be peaceful - the palyer peaceful would be toggled by priests and shown
42 in who, the game peaceful steting would be toggled by the peaceful command 92 in who, the game peaceful steting would be toggled by the peaceful command
43 but not otherwise shown). 93 but not otherwise shown).
44- run flawfinder on cf
45- disable old socket mode in server
46- implement suicide command for server
47- cavehippo wants hashstring to be changed to hash name
48- pippij wants playerstealing to work between hostile players 94- pippij wants playerstealing to work between hostile players
49- schmorp wants to rework the who output format
50- attempt_jump tries to kick jumped-into monster,s but doesn't work 95- attempt_jump tries to kick jumped-into monster,s but doesn't work
51- 1) If you hide, and someone can see you trying to hide, you'll get a 96- 1) If you hide, and someone can see you trying to hide, you'll get a
52 message, even when you can't see that other person. 97 message, even when you can't see that other person.
53- 2) hiding exp is always 1, independant of how difficult it is to hide 98- 2) hiding exp is always 1, independant of how difficult it is to hide
54- 3) jumping into monsters does no damage, even though it's supposed to 99- 3) jumping into monsters does no damage, even though it's supposed to
70allocating id 73 115allocating id 73
71OK 116OK
72set_face 4784 => 73 117set_face 4784 => 73
73libpng warning: Ignoring gAMA chunk with gamma=0 118libpng warning: Ignoring gAMA chunk with gamma=0
74 119
120 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.
121 /*first pass*/
122 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 if (premultpliedTransparency)
125 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
126 else
127 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
128 /*render the object here*/
129
130 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:
131 /*second pass*/
132 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
135 /*render the object with alpha replaced with 1-a*/
136
137 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:
138 /*third pass*/
139 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140 glDepthMask(TRUE); /*enable Z buffer*/
141 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142 /*render the object with alpha replaced with 1*/
143
144

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