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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.160
Committed: Tue Jun 13 17:14:28 2006 UTC (17 years, 11 months ago) by root
Branch: MAIN
Changes since 1.159: +1 -0 lines
Log Message:
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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: resist_deplete is actulally resist_fear => check also othe rreistancies
12 - IMPORTANT: recording multiple macros results in only one macro recorded
13 - IMPORTANT: texture reload not working on scaras machine
14 - IMPORTANT: gauge size adjustment wreaks havoc
15
16 should be solved/investitaged before BETA release:
17 - the binding dialog is sometimes behind all windows
18 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
19 (inventory, spell list, messge log...) => marc
20 - add lmb mouse = cast, mmb2 = invoke or so to spell list.
21 - maybe open the help viewer on the first start, or a simple dialog that
22 initially lists keybidings for gcfclient converts.
23 - binding window and editor layout broken for long recordings
24 - minor: skill list which shows XP and lets u bind stuff
25 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, press quit)
27 - mapmap (overview) - scroll visible area by clicking/dragging
28 - maybe move window managing functionality into toplevel: better window management (graphical feedback)
29 - the player weight somehow updates strangely when dropping/picking up
30 (update: is this still the case?)
31
32 should be solved/investigated before 1.0 release:
33 - what happened to the dialog being shown when modifiera are pressed, showing
34 keybindings for this modifier?
35 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
36 - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
37 - enter runmode when cursor-key repeats (maybe not?)
38 - better focus management: put focus onto active windows, remove it again later
39 (mainly to speed up gui interaction when map isn't important).
40 - cairo/win32 looks like shit (premultiplied alpha bug?)
41 (despite horrendous efforts, this is likely not fixable except by building a custom
42 libcairo for win32).
43 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
44 - the binding editor should have a append-record mode or something like that
45 - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
46 and add column titles (also for other tables like inventory and bindings)
47 - sliders do not change size after reconfigure.
48 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
49 - investigate fill widget option.
50 - win32, fow_tetxure sometimes nukes other textures
51 (mostly fixed, but still there: displays list and texture uploads do not go well together)
52 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
53 - completer should know more about arguments, e.g. cast summon pet monster,
54 or that some commands do not take arguments ("drop all").
55 - textview should not snap to bottom on resize.
56 - alt+cursor == diagonal
57 - look into extendedmapinfo
58 - save only dirty cached maps, and save dirty maps != current map
59 - try to synchronize local animation speed with server updates to save on screen refreshes.
60 - player list from server for tell etc. commands
61 - examine etc., should use extendeddrawinfo or sth. similar
62 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
64 - performance: use texture collections for upstream server data instead if gobs
65 of small textures.
66 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
67 affect neighbouring visible pixels (border bleeding).
68 - pango fontsize measure and decrease to achieve real pixel height
69
70 TEMPORARY SERVER TODO:
71 - palyer peaceful setting should be independen of game peaceful setting
72 (i.e. one should be able to become hostile against guards but still
73 be peaceful - the palyer peaceful would be toggled by priests and shown
74 in who, the game peaceful steting would be toggled by the peaceful command
75 but not otherwise shown).
76 - pippij wants playerstealing to work between hostile players
77 - attempt_jump tries to kick jumped-into monster,s but doesn't work
78 - 1) If you hide, and someone can see you trying to hide, you'll get a
79 message, even when you can't see that other person.
80 - 2) hiding exp is always 1, independant of how difficult it is to hide
81 - 3) jumping into monsters does no damage, even though it's supposed to
82 be an attack (mentioned before). You also get no exp for this
83 - 10) (feature request): bug/typo/idea commands to automatically log
84 your comments, with the mentioning of the current map (and perhaps an
85 item, if you do 'bug <item>').
86
87 set_face 4783 => 70
88 libpng warning: Ignoring gAMA chunk with gamma=0
89 allocating id 71
90 OK
91 set_face 4782 => 71
92 libpng warning: Ignoring gAMA chunk with gamma=0
93 allocating id 72
94 OK
95 set_face 4781 => 72
96 libpng warning: Ignoring gAMA chunk with gamma=0
97 allocating id 73
98 OK
99 set_face 4784 => 73
100 libpng warning: Ignoring gAMA chunk with gamma=0
101
102 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.
103 /*first pass*/
104 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/
106 if (premultpliedTransparency)
107 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
108 else
109 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
110 /*render the object here*/
111
112 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:
113 /*second pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1-a*/
118
119 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:
120 /*third pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(TRUE); /*enable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1*/
125
126