ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.131
Committed: Mon Jun 5 05:33:18 2006 UTC (17 years, 11 months ago) by root
Branch: MAIN
Changes since 1.130: +1 -0 lines
Log Message:
*** empty log message ***

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; persistent podache
12 - IMPORTANT: vidmode change considered harmful
13 - IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
14 together with removing query dialog altogether.
15 - IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
16 - IMPORTANT: history for completer (cursor-up)
17
18 - message log/textview flickers on update.
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 (use popups, not buttons)
22 - minor: skill list which shows XP and lets u bind stuff
23
24 should be solved/investitaged before release:
25 - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
26 and add column titles (also for other tables like inventory and bindings)
27 - log messages received and commands sent to ~/.crossfire/log.$ip
28 - the binding editor should have a append-record mode or something like that
29 - cairo/win32 looks like shit (premultiplied alpha bug?)
30 (despite horrendous efforts, this is likely not fixable except by building a custom
31 libcairo for win32).
32 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit)
34 - better focus management: put focus onto active windows, remove it again later
35 (mainly to speed up gui interaction when map isn't important).
36 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37 - enter runmode when cursor-key repeats (maybe not?)
38 - mapmap (overview) - scroll visible area by clicking/dragging
39 - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40 - maybe move window managing functionality into toplevel
41 - better window management (graphical feedback)
42 - the player weight somehow updates strangely when dropping/picking up
43
44 low priority:
45 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
46 - investigate fill widget option.
47 - win32, fow_tetxure sometimes nukes other textures
48 (mostly fixed, but still there: displays list and texture uploads do not go well together)
49 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
50 - completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all").
52 - textview should not snap to bottom on resize.
53 - alt+cursor == diagonal
54 - look into extendedmapinfo
55 - save only dirty cached maps, and save dirty maps != current map
56 - try to synchronize local animation speed with server updates to save on screen refreshes.
57 - player list from server for tell etc. commands
58 - examine etc., should use extendeddrawinfo or sth. similar
59 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
61 - performance: use texture collections for upstream server data instead if gobs
62 of small textures.
63 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
64 affect neighbouring visible pixels (border bleeding).
65 - pango fontsize measure and decrease to achieve real pixel height
66
67 TEMPORARY SERVER TODO:
68 - palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown).
73 - pippij wants playerstealing to work between hostile players
74 - attempt_jump tries to kick jumped-into monster,s but doesn't work
75 - 1) If you hide, and someone can see you trying to hide, you'll get a
76 message, even when you can't see that other person.
77 - 2) hiding exp is always 1, independant of how difficult it is to hide
78 - 3) jumping into monsters does no damage, even though it's supposed to
79 be an attack (mentioned before). You also get no exp for this
80 - 10) (feature request): bug/typo/idea commands to automatically log
81 your comments, with the mentioning of the current map (and perhaps an
82 item, if you do 'bug <item>').
83
84 set_face 4783 => 70
85 libpng warning: Ignoring gAMA chunk with gamma=0
86 allocating id 71
87 OK
88 set_face 4782 => 71
89 libpng warning: Ignoring gAMA chunk with gamma=0
90 allocating id 72
91 OK
92 set_face 4781 => 72
93 libpng warning: Ignoring gAMA chunk with gamma=0
94 allocating id 73
95 OK
96 set_face 4784 => 73
97 libpng warning: Ignoring gAMA chunk with gamma=0
98
99 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.
100 /*first pass*/
101 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 if (premultpliedTransparency)
104 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
105 else
106 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
107 /*render the object here*/
108
109 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:
110 /*second pass*/
111 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114 /*render the object with alpha replaced with 1-a*/
115
116 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:
117 /*third pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(TRUE); /*enable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1*/
122
123