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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.43 by root, Fri Apr 28 17:18:29 2006 UTC vs.
Revision 1.122 by root, Sun Jun 4 23:05:05 2006 UTC

1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html
3
1http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
2 5
312:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
412:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
7 10
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 11- IMPORTANT: message log window often loses contents after refreshes/res switches
9- IMPORTANT: slider should clip to valid range properly 12 (m,aybe not, maybe after loging out and in again?)
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13 also: message log window now visibly flickers, must be soem horrid bug
11 a) switching modes clears/recreates all widgets (has to, as parameters 14- IMPORTANT: statusbox update timer
12 are not resolution-independent) 15- IMPORTANT: statusbox tooltip must not go away on updates
13 b) widget layout is nontrivial as to not obscure map 16- IMPORTANT: history for completer (cursor-up)
14 c) need better way to center map then middle-button, maybe map overview 17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
15 (but updates will be slow UPDATE updates are not at all slow). 18- IMPORTANT: stats window looks like shit initially (widget allocation?)
16- IMPORTANT: animate faces in inventory etc. 19
20- binding window and editor layout broken for long recordings
21- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
22- minor: skill list which shows XP and lets u bind stuff
17 23
18should be solved/investitaged before release: 24should be solved/investitaged before release:
25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
26 and add column titles (also for other tables like inventory and bindings)
27- log messages received and commands sent to ~/.crossfire/log.$ip
28- the binding editor should have a append-record mode or something like that
29- rethink message display in lower left corner
30- cairo/win32 looks like shit (premultiplied alpha bug?)
19- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
20 (after starting, pressing ogin with connection refused, then close window) 32 (after starting, press quit)
21- remove wrap_mode hack from texture and make it a per-texture operation 33- better focus management: put focus onto active windows, remove it again later
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
22- enter runmode when cursor-key repeats 35- enter runmode when cursor-key repeats (maybe not?)
23- mapmap (overview) 36- mapmap (overview) - scroll visible area by clicking/dragging
24 - scroll visible area
25- save only dirty cached maps, and save dirty maps != current map
26- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
27- mesa-rendering of textview shows only garbage and/or another texture
28- maybe move window managing functionality into toplevel 38- maybe move window managing functionality into toplevel
29- look into extendeddrawinfo and extendedmapinfo 39- better window management (graphical feedback)
40- the player weight somehow updates strangely when dropping/picking up
30 41
31low priority: 42low priority:
43- win32, fow_tetxure sometimes nukes other textures
44 (mostly fixed, but still there: displays list and texture uploads do not go well together)
45- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
46- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize.
49- alt+cursor == diagonal
50- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map
52- try to synchronize local animation speed with server updates to save on screen refreshes.
53- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
32- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
33- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
34- performance: use texture collections for upstream server data instead if gobs 57- performance: use texture collections for upstream server data instead if gobs
35 of small textures. 58 of small textures.
36- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
37 affect neighbouring visible pixels (border bleeding). 60 affect neighbouring visible pixels (border bleeding).
38- pango fontsize measure and decrease to achieve real pixel height 61- pango fontsize measure and decrease to achieve real pixel height
41- palyer peaceful setting should be independen of game peaceful setting 64- palyer peaceful setting should be independen of game peaceful setting
42 (i.e. one should be able to become hostile against guards but still 65 (i.e. one should be able to become hostile against guards but still
43 be peaceful - the palyer peaceful would be toggled by priests and shown 66 be peaceful - the palyer peaceful would be toggled by priests and shown
44 in who, the game peaceful steting would be toggled by the peaceful command 67 in who, the game peaceful steting would be toggled by the peaceful command
45 but not otherwise shown). 68 but not otherwise shown).
46- run flawfinder on cf
47- disable old socket mode in server
48- implement suicide command for server
49- cavehippo wants hashstring to be changed to hash name
50- pippij wants playerstealing to work between hostile players 69- pippij wants playerstealing to work between hostile players
51- schmorp wants to rework the who output format
52- attempt_jump tries to kick jumped-into monster,s but doesn't work 70- attempt_jump tries to kick jumped-into monster,s but doesn't work
53- 1) If you hide, and someone can see you trying to hide, you'll get a 71- 1) If you hide, and someone can see you trying to hide, you'll get a
54 message, even when you can't see that other person. 72 message, even when you can't see that other person.
55- 2) hiding exp is always 1, independant of how difficult it is to hide 73- 2) hiding exp is always 1, independant of how difficult it is to hide
56- 3) jumping into monsters does no damage, even though it's supposed to 74- 3) jumping into monsters does no damage, even though it's supposed to
72allocating id 73 90allocating id 73
73OK 91OK
74set_face 4784 => 73 92set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0 93libpng warning: Ignoring gAMA chunk with gamma=0
76 94
95 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.
96 /*first pass*/
97 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
98 glDepthMask(FALSE); /*disable Z buffer*/
99 if (premultpliedTransparency)
100 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
101 else
102 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
103 /*render the object here*/
104
105 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:
106 /*second pass*/
107 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
108 glDepthMask(FALSE); /*disable Z buffer*/
109 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
110 /*render the object with alpha replaced with 1-a*/
111
112 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:
113 /*third pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(TRUE); /*enable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1*/
118
119

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