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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.146
Committed: Tue Jun 6 08:35:22 2006 UTC (17 years, 11 months ago) by root
Branch: MAIN
Changes since 1.145: +0 -3 lines
Log Message:
metaserver display

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: recording multiple macros results in only one macro recorded
12 - IMPORTANT: texture reload not working on scaras machine
13 - IMPORTANT: pickup ratio not settable?
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 - IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
19 - IMPORTANT: pickup, spell-list etc. try to send commands to the server even when $CONN is not available
20
21 should be solved/investitaged before BETA release:
22 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
23 (inventory, spell list, messge log...) => marc
24 - add lmb mouse = cast, mmb2 = invoke or so to spell list.
25 - maybe open the help viewer on the first start, or a simple dialog that
26 initially lists keybidings for gcfclient converts.
27 - add a "serve rinfo" setup page that tells you what the server supports
28 and more importantly what it does not support.
29 - message log/textview flickers on update.
30 - binding window and editor layout broken for long recordings
31 - sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
32 (use popups, not buttons)
33 - minor: skill list which shows XP and lets u bind stuff
34 - adding another notebook page "Debug" that sets debnugging flags might or
35 might not help tracking down bugs in the field?
36 - log messages received and commands sent to ~/.crossfire/log.$ip
37 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit)
39 - mapmap (overview) - scroll visible area by clicking/dragging
40 - maybe move window managing functionality into toplevel: better window management (graphical feedback)
41 - the player weight somehow updates strangely when dropping/picking up
42 (update: is this still the case?)
43
44 should be solved/investigated before 1.0 release:
45 - what happened to the dialog being shown when modifiera are pressed, showing
46 keybindings for this modifier?
47 - slider e.g. in setup/Spells is not updated when becoming visible
48 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
49 - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
50 - enter runmode when cursor-key repeats (maybe not?)
51 - better focus management: put focus onto active windows, remove it again later
52 (mainly to speed up gui interaction when map isn't important).
53 - cairo/win32 looks like shit (premultiplied alpha bug?)
54 (despite horrendous efforts, this is likely not fixable except by building a custom
55 libcairo for win32).
56 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
57 - the binding editor should have a append-record mode or something like that
58 - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
59 and add column titles (also for other tables like inventory and bindings)
60 - sliders do not change size after reconfigure.
61 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
62 - investigate fill widget option.
63 - win32, fow_tetxure sometimes nukes other textures
64 (mostly fixed, but still there: displays list and texture uploads do not go well together)
65 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
66 - completer should know more about arguments, e.g. cast summon pet monster,
67 or that some commands do not take arguments ("drop all").
68 - textview should not snap to bottom on resize.
69 - alt+cursor == diagonal
70 - look into extendedmapinfo
71 - save only dirty cached maps, and save dirty maps != current map
72 - try to synchronize local animation speed with server updates to save on screen refreshes.
73 - player list from server for tell etc. commands
74 - examine etc., should use extendeddrawinfo or sth. similar
75 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
76 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
77 - performance: use texture collections for upstream server data instead if gobs
78 of small textures.
79 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
80 affect neighbouring visible pixels (border bleeding).
81 - pango fontsize measure and decrease to achieve real pixel height
82
83 TEMPORARY SERVER TODO:
84 - palyer peaceful setting should be independen of game peaceful setting
85 (i.e. one should be able to become hostile against guards but still
86 be peaceful - the palyer peaceful would be toggled by priests and shown
87 in who, the game peaceful steting would be toggled by the peaceful command
88 but not otherwise shown).
89 - pippij wants playerstealing to work between hostile players
90 - attempt_jump tries to kick jumped-into monster,s but doesn't work
91 - 1) If you hide, and someone can see you trying to hide, you'll get a
92 message, even when you can't see that other person.
93 - 2) hiding exp is always 1, independant of how difficult it is to hide
94 - 3) jumping into monsters does no damage, even though it's supposed to
95 be an attack (mentioned before). You also get no exp for this
96 - 10) (feature request): bug/typo/idea commands to automatically log
97 your comments, with the mentioning of the current map (and perhaps an
98 item, if you do 'bug <item>').
99
100 set_face 4783 => 70
101 libpng warning: Ignoring gAMA chunk with gamma=0
102 allocating id 71
103 OK
104 set_face 4782 => 71
105 libpng warning: Ignoring gAMA chunk with gamma=0
106 allocating id 72
107 OK
108 set_face 4781 => 72
109 libpng warning: Ignoring gAMA chunk with gamma=0
110 allocating id 73
111 OK
112 set_face 4784 => 73
113 libpng warning: Ignoring gAMA chunk with gamma=0
114
115 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.
116 /*first pass*/
117 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
118 glDepthMask(FALSE); /*disable Z buffer*/
119 if (premultpliedTransparency)
120 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
121 else
122 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
123 /*render the object here*/
124
125 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:
126 /*second pass*/
127 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/
129 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
130 /*render the object with alpha replaced with 1-a*/
131
132 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:
133 /*third pass*/
134 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
135 glDepthMask(TRUE); /*enable Z buffer*/
136 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
137 /*render the object with alpha replaced with 1*/
138
139