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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.46 by root, Mon May 8 20:55:47 2006 UTC vs.
Revision 1.187 by elmex, Sun Jul 2 22:10:57 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: kick elmex for not documenting the bugs here so other people 11- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
9 cannot work on them. 12 bind action stays open when closing theamcro recorder
10- IMPORTANT: inventory update must be incremental (too slow) 13- IMPORTANT: discuss topmost menu, minor issues
11- IMPORTANT: slider should clip to valid range properly 14- enable autopickup/disable in right-click menĂ¼ for map
12- IMPORTANT: user interface (window positions etc.) should be saved, but 15- help window close button
13 b) widget layout is nontrivial as to not obscure map 16- floorbox should show currently open container
14 c) need better way to center map then middle-button, maybe map overview 17- make simple inventory filters: most recently added/changed, normal, only unlocked
15 (but updates will be slow UPDATE updates are not at all slow). 18- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
16- IMPORTANT: animate faces in inventory etc. 19- minor: skill list which shows XP and lets u bind stuff
17- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 20- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
18- IMPORTANT: verify and correct connection-dependent texture management 21 (after starting, press quit)
22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
23- show stat changes in statusbox
19 24
20should be solved/investitaged before release: 25should be solved/investigated before 1.0 release:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing login with connection refused, then close window)
23- remove wrap_mode hack from texture and make it a per-texture operation
24- enter runmode when cursor-key repeats
25- mapmap (overview) - scroll visible area by clicking/dragging 26- mapmap (overview) - scroll visible area by clicking/dragging
27- binding window and editor layout broken for long recordings
28- maybe open the help viewer on the first start, or a simple dialog that
29 initially lists keybidings for gcfclient converts.
30- maybe support mb4/mb5 on selected widgets to facilitate scrolling
31 (inventory, spell list, messge log...) => marc
32- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
33- but fullscreen => minimize (alt-esc) => no way to go back [windows]
34- spell list => scroll down => "Pickup" => scrollbar not updated
35- what happened to the dialog being shown when modifiera are pressed, showing
36 keybindings for this modifier?
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38
39post-1.0:
40- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41 affect neighbouring visible pixels (border bleeding).
42- examine etc., should use extendeddrawinfo or sth. similar
43- player list from server for tell etc. commands
26- save only dirty cached maps, and save dirty maps != current map 44- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 45- look into extendedmapinfo
28- mesa-rendering of textview shows only garbage and/or another texture 46- completer should know more about arguments, e.g. cast summon pet monster,
29- maybe move window managing functionality into toplevel 47 or that some commands do not take arguments ("drop all").
30- look into extendeddrawinfo and extendedmapinfo 48- sliders do not change size after reconfigure.
31- update/check_size should be done at most once/frame/widget. 49- enter runmode when cursor-key repeats (maybe not?)
32 50- cairo/win32 looks like shit (premultiplied alpha bug?)
33low priority: 51 (despite horrendous efforts, this is likely not fixable except by building a custom
34- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 52 libcairo for win32).
35- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
36- performance: use texture collections for upstream server data instead if gobs 55- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 56 of small textures.
38- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
39 affect neighbouring visible pixels (border bleeding).
40- pango fontsize measure and decrease to achieve real pixel height
41 57
42TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
43- palyer peaceful setting should be independen of game peaceful setting 59- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 60 (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 61 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 62 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 63 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 64- 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 65- 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 66- 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. 67 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 68- 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 69- 3) jumping into monsters does no damage, even though it's supposed to
74allocating id 73 85allocating id 73
75OK 86OK
76set_face 4784 => 73 87set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0 88libpng warning: Ignoring gAMA chunk with gamma=0
78 89
90 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.
91 /*first pass*/
92 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
93 glDepthMask(FALSE); /*disable Z buffer*/
94 if (premultpliedTransparency)
95 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
96 else
97 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
98 /*render the object here*/
99
100 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:
101 /*second pass*/
102 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
103 glDepthMask(FALSE); /*disable Z buffer*/
104 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
105 /*render the object with alpha replaced with 1-a*/
106
107 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:
108 /*third pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(TRUE); /*enable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1*/
113
114

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