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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.175
Committed: Mon Jun 26 21:59:03 2006 UTC (17 years, 10 months ago) by root
Branch: MAIN
Changes since 1.174: +20 -10 lines
Log Message:
misc

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 - IPORTANT³: server crashes
12 >In the ruins of Narcopin lies the tomb of Aljwaf.
13 ...
14 ..
15 many dangers, great rew<
16
17
18 - IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client
19 crashe son every startup.
20 - IMPORTANT: running over or pickung up large stacks is etxremely slow.
21 - IMPORTANT: bind to key should always be verbose (DONE)
22 (elmex: what is meant by 'verbose' ?)
23 (^ whats being bound to a key, see other, similar, menu entries?)
24 - IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
25 (documenting as found: the binding window is behind other windows, since it forcefully grabs focus,
26 - it should always be topmost (z => 1000 or so)
27 - IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
28 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
29 - IMPORTANT: texture reload not working on scaras machine (maybe now)
30 - IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
31 - IMPORTANT: discuss topmost menu, minor issues
32
33 should be solved/investitaged before BETA release:
34 - binding keys is too complicated in the general case => disucss
35 - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
36 - the binding dialog is sometimes behind all windows
37 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39 - add lmb mouse = cast, mmb2 = invoke or so to spell list.
40 - maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42 - binding window and editor layout broken for long recordings
43 - minor: skill list which shows XP and lets u bind stuff
44 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
45 (after starting, press quit)
46 - mapmap (overview) - scroll visible area by clicking/dragging
47 - maybe move window managing functionality into toplevel: better window management (graphical feedback)
48 - the player weight somehow updates strangely when dropping/picking up
49 (update: is this still the case?)
50
51 should be solved/investigated before 1.0 release:
52 - spell list => scroll down => "Pickup" => scrollbar not updated
53 - what happened to the dialog being shown when modifiera are pressed, showing
54 keybindings for this modifier?
55 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
56 - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
57 - enter runmode when cursor-key repeats (maybe not?)
58 - better focus management: put focus onto active windows, remove it again later
59 (mainly to speed up gui interaction when map isn't important).
60 - cairo/win32 looks like shit (premultiplied alpha bug?)
61 (despite horrendous efforts, this is likely not fixable except by building a custom
62 libcairo for win32).
63 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
64 - the binding editor should have a append-record mode or something like that
65 - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
66 and add column titles (also for other tables like inventory and bindings)
67 - sliders do not change size after reconfigure.
68 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
69 - investigate fill widget option.
70 - win32, fow_tetxure sometimes nukes other textures
71 (mostly fixed, but still there: displays list and texture uploads do not go well together)
72 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
73 - completer should know more about arguments, e.g. cast summon pet monster,
74 or that some commands do not take arguments ("drop all").
75 - textview should not snap to bottom on resize.
76 - alt+cursor == diagonal
77 - look into extendedmapinfo
78 - save only dirty cached maps, and save dirty maps != current map
79 - try to synchronize local animation speed with server updates to save on screen refreshes.
80 - player list from server for tell etc. commands
81 - examine etc., should use extendeddrawinfo or sth. similar
82 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
83 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
84 - performance: use texture collections for upstream server data instead if gobs
85 of small textures.
86 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
87 affect neighbouring visible pixels (border bleeding).
88 - pango fontsize measure and decrease to achieve real pixel height
89
90 TEMPORARY SERVER TODO:
91 - palyer peaceful setting should be independen of game peaceful setting
92 (i.e. one should be able to become hostile against guards but still
93 be peaceful - the palyer peaceful would be toggled by priests and shown
94 in who, the game peaceful steting would be toggled by the peaceful command
95 but not otherwise shown).
96 - pippij wants playerstealing to work between hostile players
97 - attempt_jump tries to kick jumped-into monster,s but doesn't work
98 - 1) If you hide, and someone can see you trying to hide, you'll get a
99 message, even when you can't see that other person.
100 - 2) hiding exp is always 1, independant of how difficult it is to hide
101 - 3) jumping into monsters does no damage, even though it's supposed to
102 be an attack (mentioned before). You also get no exp for this
103 - 10) (feature request): bug/typo/idea commands to automatically log
104 your comments, with the mentioning of the current map (and perhaps an
105 item, if you do 'bug <item>').
106
107 set_face 4783 => 70
108 libpng warning: Ignoring gAMA chunk with gamma=0
109 allocating id 71
110 OK
111 set_face 4782 => 71
112 libpng warning: Ignoring gAMA chunk with gamma=0
113 allocating id 72
114 OK
115 set_face 4781 => 72
116 libpng warning: Ignoring gAMA chunk with gamma=0
117 allocating id 73
118 OK
119 set_face 4784 => 73
120 libpng warning: Ignoring gAMA chunk with gamma=0
121
122 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.
123 /*first pass*/
124 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 if (premultpliedTransparency)
127 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
128 else
129 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
130 /*render the object here*/
131
132 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:
133 /*second pass*/
134 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
135 glDepthMask(FALSE); /*disable Z buffer*/
136 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
137 /*render the object with alpha replaced with 1-a*/
138
139 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:
140 /*third pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(TRUE); /*enable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1*/
145
146