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/cvs/deliantra/Deliantra-Client/TODO
Revision: 1.183
Committed: Thu Jun 29 21:47:48 2006 UTC (17 years, 10 months ago) by root
Branch: MAIN
Changes since 1.182: +1 -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 - IPORTANT³: server crashes
12 >In the ruins of Narcopin lies the tomb of Aljwaf.
13 ...
14 ..
15 many dangers, great rew<
16 - IMPORTANT: wreight doesn't get updated on taking something, only when dropping.
17 - IMPORTANT: running over or pickung up large stacks is etxremely slow
18 = it still takes "long", but is orders of magnitude faster
19 - IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
20 - IMPORTANT: texture reload not working on scaras machine (maybe now)
21 tetxure reload works. but fullscreen => minimize => no way to go back
22 - IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23 - IMPORTANT: discuss topmost menu, minor issues
24 01:17 <Scara> ich habs grad nochmal getestet, es ist so das wenn ein item mit shift +
25 leftclick gedropped wird verbliebt ein bild davon im inventory, anders
26 wenn man mit dem befehl "drop *" etwas dropped verschwindet es aus dem
27 inventory, wird etwas mit middle click gegessen bleibt es auch im
28 inventory, auch wenn es eigendlich nicht dort ist
29
30
31 should be solved/investitaged before BETA release:
32 - floorbox should show currently open container
33 - make simple inventory filters: most recently added/changed, normal, only unlocked
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 - maybe support mb4/mb5 on selected widgets to facilitate scrolling
37 (inventory, spell list, messge log...) => marc
38 - add lmb mouse = cast, mmb2 = invoke or so to spell list.
39 - maybe open the help viewer on the first start, or a simple dialog that
40 initially lists keybidings for gcfclient converts.
41 - binding window and editor layout broken for long recordings
42 - minor: skill list which shows XP and lets u bind stuff
43 - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
44 (after starting, press quit)
45 - mapmap (overview) - scroll visible area by clicking/dragging
46 - maybe move window managing functionality into toplevel: better window management (graphical feedback)
47
48 should be solved/investigated before 1.0 release:
49 - spell list => scroll down => "Pickup" => scrollbar not updated
50 - what happened to the dialog being shown when modifiera are pressed, showing
51 keybindings for this modifier?
52 - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
53 - split up gauges into: head, body and foot, so that contents begin in the interior of gauges
54 - enter runmode when cursor-key repeats (maybe not?)
55 - better focus management: put focus onto active windows, remove it again later
56 (mainly to speed up gui interaction when map isn't important).
57 - cairo/win32 looks like shit (premultiplied alpha bug?)
58 (despite horrendous efforts, this is likely not fixable except by building a custom
59 libcairo for win32).
60 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
61 - the binding editor should have a append-record mode or something like that
62 - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
63 and add column titles (also for other tables like inventory and bindings)
64 - sliders do not change size after reconfigure.
65 - use more graphical frames/separators to make dialogs more eye-pleasing/clean.
66 - investigate fill widget option.
67 - win32, fow_tetxure sometimes nukes other textures
68 (mostly fixed, but still there: displays list and texture uploads do not go well together)
69 - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
70 - completer should know more about arguments, e.g. cast summon pet monster,
71 or that some commands do not take arguments ("drop all").
72 - textview should not snap to bottom on resize.
73 - alt+cursor == diagonal
74 - look into extendedmapinfo
75 - save only dirty cached maps, and save dirty maps != current map
76 - try to synchronize local animation speed with server updates to save on screen refreshes.
77 - player list from server for tell etc. commands
78 - examine etc., should use extendeddrawinfo or sth. similar
79 - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
80 - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
81 - performance: use texture collections for upstream server data instead if gobs
82 of small textures.
83 - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
84 affect neighbouring visible pixels (border bleeding).
85 - pango fontsize measure and decrease to achieve real pixel height
86
87 TEMPORARY SERVER TODO:
88 - palyer peaceful setting should be independen of game peaceful setting
89 (i.e. one should be able to become hostile against guards but still
90 be peaceful - the palyer peaceful would be toggled by priests and shown
91 in who, the game peaceful steting would be toggled by the peaceful command
92 but not otherwise shown).
93 - pippij wants playerstealing to work between hostile players
94 - attempt_jump tries to kick jumped-into monster,s but doesn't work
95 - 1) If you hide, and someone can see you trying to hide, you'll get a
96 message, even when you can't see that other person.
97 - 2) hiding exp is always 1, independant of how difficult it is to hide
98 - 3) jumping into monsters does no damage, even though it's supposed to
99 be an attack (mentioned before). You also get no exp for this
100 - 10) (feature request): bug/typo/idea commands to automatically log
101 your comments, with the mentioning of the current map (and perhaps an
102 item, if you do 'bug <item>').
103
104 set_face 4783 => 70
105 libpng warning: Ignoring gAMA chunk with gamma=0
106 allocating id 71
107 OK
108 set_face 4782 => 71
109 libpng warning: Ignoring gAMA chunk with gamma=0
110 allocating id 72
111 OK
112 set_face 4781 => 72
113 libpng warning: Ignoring gAMA chunk with gamma=0
114 allocating id 73
115 OK
116 set_face 4784 => 73
117 libpng warning: Ignoring gAMA chunk with gamma=0
118
119 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.
120 /*first pass*/
121 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 if (premultpliedTransparency)
124 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
125 else
126 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
127 /*render the object here*/
128
129 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:
130 /*second pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1-a*/
135
136 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:
137 /*third pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(TRUE); /*enable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1*/
142
143