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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.163
Committed: Wed Jun 14 07:57:42 2006 UTC (17 years, 10 months ago) by root
Branch: MAIN
Changes since 1.162: +2 -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: 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 - IMPORTANT: put keybindings and loginname and related info into $CFG->{profile}{default} so
18 we can add profiles *later*.
19
20 should be solved/investitaged before BETA release:
21 - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
22 - the binding dialog is sometimes behind all windows
23 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
24 (inventory, spell list, messge log...) => marc
25 - add lmb mouse = cast, mmb2 = invoke or so to spell list.
26 - maybe open the help viewer on the first start, or a simple dialog that
27 initially lists keybidings for gcfclient converts.
28 - binding window and editor layout broken for long recordings
29 - minor: skill list which shows XP and lets u bind stuff
30 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit)
32 - mapmap (overview) - scroll visible area by clicking/dragging
33 - maybe move window managing functionality into toplevel: better window management (graphical feedback)
34 - the player weight somehow updates strangely when dropping/picking up
35 (update: is this still the case?)
36
37 should be solved/investigated before 1.0 release:
38 - what happened to the dialog being shown when modifiera are pressed, showing
39 keybindings for this modifier?
40 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
41 - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
42 - enter runmode when cursor-key repeats (maybe not?)
43 - better focus management: put focus onto active windows, remove it again later
44 (mainly to speed up gui interaction when map isn't important).
45 - cairo/win32 looks like shit (premultiplied alpha bug?)
46 (despite horrendous efforts, this is likely not fixable except by building a custom
47 libcairo for win32).
48 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
49 - the binding editor should have a append-record mode or something like that
50 - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
51 and add column titles (also for other tables like inventory and bindings)
52 - sliders do not change size after reconfigure.
53 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
54 - investigate fill widget option.
55 - win32, fow_tetxure sometimes nukes other textures
56 (mostly fixed, but still there: displays list and texture uploads do not go well together)
57 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
58 - completer should know more about arguments, e.g. cast summon pet monster,
59 or that some commands do not take arguments ("drop all").
60 - textview should not snap to bottom on resize.
61 - alt+cursor == diagonal
62 - look into extendedmapinfo
63 - save only dirty cached maps, and save dirty maps != current map
64 - try to synchronize local animation speed with server updates to save on screen refreshes.
65 - player list from server for tell etc. commands
66 - examine etc., should use extendeddrawinfo or sth. similar
67 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
68 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
69 - performance: use texture collections for upstream server data instead if gobs
70 of small textures.
71 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
72 affect neighbouring visible pixels (border bleeding).
73 - pango fontsize measure and decrease to achieve real pixel height
74
75 TEMPORARY SERVER TODO:
76 - palyer peaceful setting should be independen of game peaceful setting
77 (i.e. one should be able to become hostile against guards but still
78 be peaceful - the palyer peaceful would be toggled by priests and shown
79 in who, the game peaceful steting would be toggled by the peaceful command
80 but not otherwise shown).
81 - pippij wants playerstealing to work between hostile players
82 - attempt_jump tries to kick jumped-into monster,s but doesn't work
83 - 1) If you hide, and someone can see you trying to hide, you'll get a
84 message, even when you can't see that other person.
85 - 2) hiding exp is always 1, independant of how difficult it is to hide
86 - 3) jumping into monsters does no damage, even though it's supposed to
87 be an attack (mentioned before). You also get no exp for this
88 - 10) (feature request): bug/typo/idea commands to automatically log
89 your comments, with the mentioning of the current map (and perhaps an
90 item, if you do 'bug <item>').
91
92 set_face 4783 => 70
93 libpng warning: Ignoring gAMA chunk with gamma=0
94 allocating id 71
95 OK
96 set_face 4782 => 71
97 libpng warning: Ignoring gAMA chunk with gamma=0
98 allocating id 72
99 OK
100 set_face 4781 => 72
101 libpng warning: Ignoring gAMA chunk with gamma=0
102 allocating id 73
103 OK
104 set_face 4784 => 73
105 libpng warning: Ignoring gAMA chunk with gamma=0
106
107 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.
108 /*first pass*/
109 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 if (premultpliedTransparency)
112 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
113 else
114 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
115 /*render the object here*/
116
117 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:
118 /*second pass*/
119 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
120 glDepthMask(FALSE); /*disable Z buffer*/
121 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
122 /*render the object with alpha replaced with 1-a*/
123
124 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:
125 /*third pass*/
126 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
127 glDepthMask(TRUE); /*enable Z buffer*/
128 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
129 /*render the object with alpha replaced with 1*/
130
131