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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.142
Committed: Tue Jun 6 02:55:50 2006 UTC (17 years, 11 months ago) by root
Branch: MAIN
Changes since 1.141: +5 -3 lines
Log Message:
create hopefully helpful character creation dialogs

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: texture reload not working on scaras machine
12 - IMPORTANT: pickup ratio not settable?
13 - IMPORTANT: More... in floorbox does not do anything yet => toggle inventory.
14 - IMPORTANT: tooltips that are near the bottom of the screen should be completely visible.
15 - IMPORTANT: history for completer (cursor-up)
16 - IMPORTANT: bind keys using the completer
17 - IMPORTANT: map-clicking is still off-by-one randomly
18
19 should be solved/investitaged before BETA release:
20 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
21 (inventory, spell list, messge log...) => marc
22 - add lmb mouse = cast, mmb2 = invoke or so to spell list.
23 - maybe open the help viewer on the first start, or a simple dialog that
24 initially lists keybidings for gcfclient converts.
25 - add a "serve rinfo" setup page that tells you what the server supports
26 and more importantly what it does not support.
27 - put metaserver list into scrolled viewport, move Use button to back,
28 add tooltips, close together with setup dialog or even notebook page
29 becoming invisible.
30 - message log/textview flickers on update.
31 - binding window and editor layout broken for long recordings
32 - sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
33 (use popups, not buttons)
34 - minor: skill list which shows XP and lets u bind stuff
35 - adding another notebook page "Debug" that sets debnugging flags might or
36 might not help tracking down bugs in the field?
37 - log messages received and commands sent to ~/.crossfire/log.$ip
38 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
39 (after starting, press quit)
40 - mapmap (overview) - scroll visible area by clicking/dragging
41 - maybe move window managing functionality into toplevel: better window management (graphical feedback)
42 - the player weight somehow updates strangely when dropping/picking up
43 (update: is this still the case?)
44
45 should be solved/investigated before 1.0 release:
46 - slider e.g. in setup/Spells is not updated when becoming visible
47 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
48 - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
49 - enter runmode when cursor-key repeats (maybe not?)
50 - better focus management: put focus onto active windows, remove it again later
51 (mainly to speed up gui interaction when map isn't important).
52 - cairo/win32 looks like shit (premultiplied alpha bug?)
53 (despite horrendous efforts, this is likely not fixable except by building a custom
54 libcairo for win32).
55 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
56 - the binding editor should have a append-record mode or something like that
57 - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
58 and add column titles (also for other tables like inventory and bindings)
59 - sliders do not change size after reconfigure.
60 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
61 - investigate fill widget option.
62 - win32, fow_tetxure sometimes nukes other textures
63 (mostly fixed, but still there: displays list and texture uploads do not go well together)
64 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
65 - completer should know more about arguments, e.g. cast summon pet monster,
66 or that some commands do not take arguments ("drop all").
67 - textview should not snap to bottom on resize.
68 - alt+cursor == diagonal
69 - look into extendedmapinfo
70 - save only dirty cached maps, and save dirty maps != current map
71 - try to synchronize local animation speed with server updates to save on screen refreshes.
72 - player list from server for tell etc. commands
73 - examine etc., should use extendeddrawinfo or sth. similar
74 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
75 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
76 - performance: use texture collections for upstream server data instead if gobs
77 of small textures.
78 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
79 affect neighbouring visible pixels (border bleeding).
80 - pango fontsize measure and decrease to achieve real pixel height
81
82 TEMPORARY SERVER TODO:
83 - palyer peaceful setting should be independen of game peaceful setting
84 (i.e. one should be able to become hostile against guards but still
85 be peaceful - the palyer peaceful would be toggled by priests and shown
86 in who, the game peaceful steting would be toggled by the peaceful command
87 but not otherwise shown).
88 - pippij wants playerstealing to work between hostile players
89 - attempt_jump tries to kick jumped-into monster,s but doesn't work
90 - 1) If you hide, and someone can see you trying to hide, you'll get a
91 message, even when you can't see that other person.
92 - 2) hiding exp is always 1, independant of how difficult it is to hide
93 - 3) jumping into monsters does no damage, even though it's supposed to
94 be an attack (mentioned before). You also get no exp for this
95 - 10) (feature request): bug/typo/idea commands to automatically log
96 your comments, with the mentioning of the current map (and perhaps an
97 item, if you do 'bug <item>').
98
99 set_face 4783 => 70
100 libpng warning: Ignoring gAMA chunk with gamma=0
101 allocating id 71
102 OK
103 set_face 4782 => 71
104 libpng warning: Ignoring gAMA chunk with gamma=0
105 allocating id 72
106 OK
107 set_face 4781 => 72
108 libpng warning: Ignoring gAMA chunk with gamma=0
109 allocating id 73
110 OK
111 set_face 4784 => 73
112 libpng warning: Ignoring gAMA chunk with gamma=0
113
114 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.
115 /*first pass*/
116 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 if (premultpliedTransparency)
119 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
120 else
121 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
122 /*render the object here*/
123
124 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:
125 /*second pass*/
126 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
127 glDepthMask(FALSE); /*disable Z buffer*/
128 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
129 /*render the object with alpha replaced with 1-a*/
130
131 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:
132 /*third pass*/
133 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
134 glDepthMask(TRUE); /*enable Z buffer*/
135 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
136 /*render the object with alpha replaced with 1*/
137
138