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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.136
Committed: Mon Jun 5 21:43:54 2006 UTC (17 years, 11 months ago) by root
Branch: MAIN
Changes since 1.135: +3 -0 lines
Log Message:
fix label size request caching

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: toggle stats/messgae log window to visible while character creation is active.
14 - IMPORTANT: history for completer (cursor-up)
15 - IMPORTANT: bind keys using the completer
16
17 should be solved/investitaged before BETA release:
18 - put metaserver list into scrolled viewport, move Use button to back,
19 add tooltips, close together with setup dialog or even notebook page
20 becoming invisible.
21 - message log/textview flickers on update.
22 - binding window and editor layout broken for long recordings
23 - sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
24 (use popups, not buttons)
25 - minor: skill list which shows XP and lets u bind stuff
26 - adding another notebook page "Debug" that sets debnugging flags might or
27 might not help tracking down bugs in the field?
28 - log messages received and commands sent to ~/.crossfire/log.$ip
29 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, press quit)
31 - mapmap (overview) - scroll visible area by clicking/dragging
32 - maybe move window managing functionality into toplevel: better window management (graphical feedback)
33 - the player weight somehow updates strangely when dropping/picking up
34 (update: is this still the case?)
35
36 should be solved/investigated before 1.0 release:
37 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38 - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
39 - enter runmode when cursor-key repeats (maybe not?)
40 - better focus management: put focus onto active windows, remove it again later
41 (mainly to speed up gui interaction when map isn't important).
42 - cairo/win32 looks like shit (premultiplied alpha bug?)
43 (despite horrendous efforts, this is likely not fixable except by building a custom
44 libcairo for win32).
45 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
46 - the binding editor should have a append-record mode or something like that
47 - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
48 and add column titles (also for other tables like inventory and bindings)
49 - sliders do not change size after reconfigure.
50 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
51 - investigate fill widget option.
52 - win32, fow_tetxure sometimes nukes other textures
53 (mostly fixed, but still there: displays list and texture uploads do not go well together)
54 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
55 - completer should know more about arguments, e.g. cast summon pet monster,
56 or that some commands do not take arguments ("drop all").
57 - textview should not snap to bottom on resize.
58 - alt+cursor == diagonal
59 - look into extendedmapinfo
60 - save only dirty cached maps, and save dirty maps != current map
61 - try to synchronize local animation speed with server updates to save on screen refreshes.
62 - player list from server for tell etc. commands
63 - examine etc., should use extendeddrawinfo or sth. similar
64 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
65 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
66 - performance: use texture collections for upstream server data instead if gobs
67 of small textures.
68 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
69 affect neighbouring visible pixels (border bleeding).
70 - pango fontsize measure and decrease to achieve real pixel height
71
72 TEMPORARY SERVER TODO:
73 - palyer peaceful setting should be independen of game peaceful setting
74 (i.e. one should be able to become hostile against guards but still
75 be peaceful - the palyer peaceful would be toggled by priests and shown
76 in who, the game peaceful steting would be toggled by the peaceful command
77 but not otherwise shown).
78 - pippij wants playerstealing to work between hostile players
79 - attempt_jump tries to kick jumped-into monster,s but doesn't work
80 - 1) If you hide, and someone can see you trying to hide, you'll get a
81 message, even when you can't see that other person.
82 - 2) hiding exp is always 1, independant of how difficult it is to hide
83 - 3) jumping into monsters does no damage, even though it's supposed to
84 be an attack (mentioned before). You also get no exp for this
85 - 10) (feature request): bug/typo/idea commands to automatically log
86 your comments, with the mentioning of the current map (and perhaps an
87 item, if you do 'bug <item>').
88
89 set_face 4783 => 70
90 libpng warning: Ignoring gAMA chunk with gamma=0
91 allocating id 71
92 OK
93 set_face 4782 => 71
94 libpng warning: Ignoring gAMA chunk with gamma=0
95 allocating id 72
96 OK
97 set_face 4781 => 72
98 libpng warning: Ignoring gAMA chunk with gamma=0
99 allocating id 73
100 OK
101 set_face 4784 => 73
102 libpng warning: Ignoring gAMA chunk with gamma=0
103
104 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.
105 /*first pass*/
106 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 if (premultpliedTransparency)
109 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
110 else
111 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
112 /*render the object here*/
113
114 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:
115 /*second pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1-a*/
120
121 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:
122 /*third pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(TRUE); /*enable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1*/
127
128