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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.124
Committed: Mon Jun 5 00:56:44 2006 UTC (17 years, 11 months ago) by root
Branch: MAIN
Changes since 1.123: +0 -3 lines
Log Message:
bugfix

File Contents

# Content
1 http://www.vionline.com/sound.html
2 http://www.stonewashed.net/2.html
3
4 http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5
6 12:17 <@schmorp> i do list all libs manually for pclient
7 12:17 <@schmorp> will have to do that for gce too
8 12:17 <@schmorp> remind me of it
9 12:17 <@schmorp> qwhen i next bundle it
10
11 - IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 together with removing query dialog altogether.
13 - IMPORTANT: statusbox update timer
14 - IMPORTANT: statusbox tooltip must not go away on updates
15 - IMPORTANT: history for completer (cursor-up)
16 - IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
17 - IMPORTANT: stats window looks like shit initially (widget allocation?)
18
19 - binding window and editor layout broken for long recordings
20 - sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
21 - minor: skill list which shows XP and lets u bind stuff
22
23 should be solved/investitaged before release:
24 - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
25 and add column titles (also for other tables like inventory and bindings)
26 - log messages received and commands sent to ~/.crossfire/log.$ip
27 - the binding editor should have a append-record mode or something like that
28 - rethink message display in lower left corner
29 - cairo/win32 looks like shit (premultiplied alpha bug?)
30 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit)
32 - better focus management: put focus onto active windows, remove it again later
33 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
34 - enter runmode when cursor-key repeats (maybe not?)
35 - mapmap (overview) - scroll visible area by clicking/dragging
36 - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
37 - maybe move window managing functionality into toplevel
38 - better window management (graphical feedback)
39 - the player weight somehow updates strangely when dropping/picking up
40
41 low priority:
42 - win32, fow_tetxure sometimes nukes other textures
43 (mostly fixed, but still there: displays list and texture uploads do not go well together)
44 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45 - completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all").
47 - textview should not snap to bottom on resize.
48 - alt+cursor == diagonal
49 - look into extendedmapinfo
50 - save only dirty cached maps, and save dirty maps != current map
51 - try to synchronize local animation speed with server updates to save on screen refreshes.
52 - player list from server for tell etc. commands
53 - examine etc., should use extendeddrawinfo or sth. similar
54 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
55 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56 - performance: use texture collections for upstream server data instead if gobs
57 of small textures.
58 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
59 affect neighbouring visible pixels (border bleeding).
60 - pango fontsize measure and decrease to achieve real pixel height
61
62 TEMPORARY SERVER TODO:
63 - palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown
66 in who, the game peaceful steting would be toggled by the peaceful command
67 but not otherwise shown).
68 - pippij wants playerstealing to work between hostile players
69 - attempt_jump tries to kick jumped-into monster,s but doesn't work
70 - 1) If you hide, and someone can see you trying to hide, you'll get a
71 message, even when you can't see that other person.
72 - 2) hiding exp is always 1, independant of how difficult it is to hide
73 - 3) jumping into monsters does no damage, even though it's supposed to
74 be an attack (mentioned before). You also get no exp for this
75 - 10) (feature request): bug/typo/idea commands to automatically log
76 your comments, with the mentioning of the current map (and perhaps an
77 item, if you do 'bug <item>').
78
79 set_face 4783 => 70
80 libpng warning: Ignoring gAMA chunk with gamma=0
81 allocating id 71
82 OK
83 set_face 4782 => 71
84 libpng warning: Ignoring gAMA chunk with gamma=0
85 allocating id 72
86 OK
87 set_face 4781 => 72
88 libpng warning: Ignoring gAMA chunk with gamma=0
89 allocating id 73
90 OK
91 set_face 4784 => 73
92 libpng warning: Ignoring gAMA chunk with gamma=0
93
94 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.
95 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/
98 if (premultpliedTransparency)
99 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
100 else
101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102 /*render the object here*/
103
104 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:
105 /*second pass*/
106 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
109 /*render the object with alpha replaced with 1-a*/
110
111 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:
112 /*third pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(TRUE); /*enable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1*/
117
118