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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.161
Committed: Tue Jun 13 18:14:02 2006 UTC (17 years, 11 months ago) by elmex
Branch: MAIN
Changes since 1.160: +0 -1 lines
Log Message:
replaced the hardcoded stats with CS_STAT_RES_* constants and removed the todo item.

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