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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.162
Committed: Wed Jun 14 07:39:38 2006 UTC (17 years, 11 months ago) by root
Branch: MAIN
Changes since 1.161: +5 -1 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: recording multiple macros results in only one macro recorded
12 - IMPORTANT: texture reload not working on scaras machine
13 - IMPORTANT: for texture final fix do it manually (schmorp)
14 - IMPORTANT: make close button optional to the very few windows that support it
15 - IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
16 - IMPORTANT: magic mapping, anybody?
17
18 should be solved/investitaged before BETA release:
19 - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
20 - the binding dialog is sometimes behind all windows
21 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
22 (inventory, spell list, messge log...) => marc
23 - add lmb mouse = cast, mmb2 = invoke or so to spell list.
24 - maybe open the help viewer on the first start, or a simple dialog that
25 initially lists keybidings for gcfclient converts.
26 - binding window and editor layout broken for long recordings
27 - minor: skill list which shows XP and lets u bind stuff
28 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, press quit)
30 - mapmap (overview) - scroll visible area by clicking/dragging
31 - maybe move window managing functionality into toplevel: better window management (graphical feedback)
32 - the player weight somehow updates strangely when dropping/picking up
33 (update: is this still the case?)
34
35 should be solved/investigated before 1.0 release:
36 - what happened to the dialog being shown when modifiera are pressed, showing
37 keybindings for this modifier?
38 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
39 - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40 - enter runmode when cursor-key repeats (maybe not?)
41 - better focus management: put focus onto active windows, remove it again later
42 (mainly to speed up gui interaction when map isn't important).
43 - cairo/win32 looks like shit (premultiplied alpha bug?)
44 (despite horrendous efforts, this is likely not fixable except by building a custom
45 libcairo for win32).
46 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
47 - the binding editor should have a append-record mode or something like that
48 - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
49 and add column titles (also for other tables like inventory and bindings)
50 - sliders do not change size after reconfigure.
51 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
52 - investigate fill widget option.
53 - win32, fow_tetxure sometimes nukes other textures
54 (mostly fixed, but still there: displays list and texture uploads do not go well together)
55 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
56 - completer should know more about arguments, e.g. cast summon pet monster,
57 or that some commands do not take arguments ("drop all").
58 - textview should not snap to bottom on resize.
59 - alt+cursor == diagonal
60 - look into extendedmapinfo
61 - save only dirty cached maps, and save dirty maps != current map
62 - try to synchronize local animation speed with server updates to save on screen refreshes.
63 - player list from server for tell etc. commands
64 - examine etc., should use extendeddrawinfo or sth. similar
65 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
66 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
67 - performance: use texture collections for upstream server data instead if gobs
68 of small textures.
69 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
70 affect neighbouring visible pixels (border bleeding).
71 - pango fontsize measure and decrease to achieve real pixel height
72
73 TEMPORARY SERVER TODO:
74 - palyer peaceful setting should be independen of game peaceful setting
75 (i.e. one should be able to become hostile against guards but still
76 be peaceful - the palyer peaceful would be toggled by priests and shown
77 in who, the game peaceful steting would be toggled by the peaceful command
78 but not otherwise shown).
79 - pippij wants playerstealing to work between hostile players
80 - attempt_jump tries to kick jumped-into monster,s but doesn't work
81 - 1) If you hide, and someone can see you trying to hide, you'll get a
82 message, even when you can't see that other person.
83 - 2) hiding exp is always 1, independant of how difficult it is to hide
84 - 3) jumping into monsters does no damage, even though it's supposed to
85 be an attack (mentioned before). You also get no exp for this
86 - 10) (feature request): bug/typo/idea commands to automatically log
87 your comments, with the mentioning of the current map (and perhaps an
88 item, if you do 'bug <item>').
89
90 set_face 4783 => 70
91 libpng warning: Ignoring gAMA chunk with gamma=0
92 allocating id 71
93 OK
94 set_face 4782 => 71
95 libpng warning: Ignoring gAMA chunk with gamma=0
96 allocating id 72
97 OK
98 set_face 4781 => 72
99 libpng warning: Ignoring gAMA chunk with gamma=0
100 allocating id 73
101 OK
102 set_face 4784 => 73
103 libpng warning: Ignoring gAMA chunk with gamma=0
104
105 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.
106 /*first pass*/
107 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
108 glDepthMask(FALSE); /*disable Z buffer*/
109 if (premultpliedTransparency)
110 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
111 else
112 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
113 /*render the object here*/
114
115 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:
116 /*second pass*/
117 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
118 glDepthMask(FALSE); /*disable Z buffer*/
119 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
120 /*render the object with alpha replaced with 1-a*/
121
122 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:
123 /*third pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(TRUE); /*enable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1*/
128
129