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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.44 by root, Sun May 7 21:10:58 2006 UTC vs.
Revision 1.174 by root, Sun Jun 25 18:30:56 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
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- IMPORTANT: spell list => scorll down => "Pickup" => scrollbar not updated
9- IMPORTANT: slider should clip to valid range properly 12- IMPORTANT: bind to key in complete has no effect
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13 + fixed
11 a) switching modes clears/recreates all widgets (has to, as parameters 14 - (and should be verbose) (elmex: what is meant by 'verbose' ?)
12 are not resolution-independent) 15- IMPORTANT: new key bindings not shown,
13 b) widget layout is nontrivial as to not obscure map 16 + key bindings do refresh now correctly
14 c) need better way to center map then middle-button, maybe map overview 17 - please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
15 (but updates will be slow UPDATE updates are not at all slow). 18- IMPORTANT: recording multiple macros results in only one macro recorded
16- IMPORTANT: animate faces in inventory etc. 19 - how to 'record multiple macros'? (elmex: please explain)
17- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt 20- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
18 ein savebed aufzusuchen. 21 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
22- IMPORTANT: texture reload not working on scaras machine (maybe now)
23- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
19 24
20should be solved/investitaged before release: 25should be solved/investitaged before BETA release:
26- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
27- the binding dialog is sometimes behind all windows
28- maybe support mb4/mb5 on selected widgets to facilitate scrolling
29 (inventory, spell list, messge log...) => marc
30- add lmb mouse = cast, mmb2 = invoke or so to spell list.
31- maybe open the help viewer on the first start, or a simple dialog that
32 initially lists keybidings for gcfclient converts.
33- binding window and editor layout broken for long recordings
34- minor: skill list which shows XP and lets u bind stuff
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing ogin with connection refused, then close window) 36 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation 37- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40 (update: is this still the case?)
41
42should be solved/investigated before 1.0 release:
43- what happened to the dialog being shown when modifiera are pressed, showing
44 keybindings for this modifier?
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
24- enter runmode when cursor-key repeats 47- enter runmode when cursor-key repeats (maybe not?)
25- mapmap (overview) 48- better focus management: put focus onto active windows, remove it again later
26 - scroll visible area 49 (mainly to speed up gui interaction when map isn't important).
50- cairo/win32 looks like shit (premultiplied alpha bug?)
51 (despite horrendous efforts, this is likely not fixable except by building a custom
52 libcairo for win32).
53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
54- the binding editor should have a append-record mode or something like that
55- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
56 and add column titles (also for other tables like inventory and bindings)
57- sliders do not change size after reconfigure.
58- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
59- investigate fill widget option.
60- win32, fow_tetxure sometimes nukes other textures
61 (mostly fixed, but still there: displays list and texture uploads do not go well together)
62- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
63- completer should know more about arguments, e.g. cast summon pet monster,
64 or that some commands do not take arguments ("drop all").
65- textview should not snap to bottom on resize.
66- alt+cursor == diagonal
67- look into extendedmapinfo
27- save only dirty cached maps, and save dirty maps != current map 68- save only dirty cached maps, and save dirty maps != current map
28- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 69- try to synchronize local animation speed with server updates to save on screen refreshes.
29- mesa-rendering of textview shows only garbage and/or another texture 70- player list from server for tell etc. commands
30- maybe move window managing functionality into toplevel 71- examine etc., should use extendeddrawinfo or sth. similar
31- look into extendeddrawinfo and extendedmapinfo 72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
32
33low priority:
34- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 73- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
35- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
36- performance: use texture collections for upstream server data instead if gobs 74- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 75 of small textures.
38- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 76- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
39 affect neighbouring visible pixels (border bleeding). 77 affect neighbouring visible pixels (border bleeding).
40- pango fontsize measure and decrease to achieve real pixel height 78- pango fontsize measure and decrease to achieve real pixel height
43- palyer peaceful setting should be independen of game peaceful setting 81- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 82 (i.e. one should be able to become hostile against guards but still
45 be peaceful - the palyer peaceful would be toggled by priests and shown 83 be peaceful - the palyer peaceful would be toggled by priests and shown
46 in who, the game peaceful steting would be toggled by the peaceful command 84 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 85 but not otherwise shown).
48- run flawfinder on cf
49- disable old socket mode in server
50- implement suicide command for server
51- cavehippo wants hashstring to be changed to hash name
52- pippij wants playerstealing to work between hostile players 86- pippij wants playerstealing to work between hostile players
53- schmorp wants to rework the who output format
54- attempt_jump tries to kick jumped-into monster,s but doesn't work 87- attempt_jump tries to kick jumped-into monster,s but doesn't work
55- 1) If you hide, and someone can see you trying to hide, you'll get a 88- 1) If you hide, and someone can see you trying to hide, you'll get a
56 message, even when you can't see that other person. 89 message, even when you can't see that other person.
57- 2) hiding exp is always 1, independant of how difficult it is to hide 90- 2) hiding exp is always 1, independant of how difficult it is to hide
58- 3) jumping into monsters does no damage, even though it's supposed to 91- 3) jumping into monsters does no damage, even though it's supposed to
74allocating id 73 107allocating id 73
75OK 108OK
76set_face 4784 => 73 109set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
78 111
112 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.
113 /*first pass*/
114 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 if (premultpliedTransparency)
117 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
118 else
119 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
120 /*render the object here*/
121
122 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:
123 /*second pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1-a*/
128
129 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:
130 /*third pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(TRUE); /*enable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1*/
135
136

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