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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.176
Committed: Wed Jun 28 09:42:39 2006 UTC (17 years, 10 months ago) by elmex
Branch: MAIN
Changes since 1.175: +0 -2 lines
Log Message:
made the metaserver dialog save-layoutable.
made the inventory window layout saveable.

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