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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.10 by root, Sun Apr 16 00:06:26 2006 UTC vs.
Revision 1.128 by root, Mon Jun 5 03:06:04 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
3- IMPORTANT: user interface (window positions etc.) should be saved, but 612:17 <@schmorp> i do list all libs manually for pclient
4 a) switching modes clears/recreates all widgets (has to, as parameters 712:17 <@schmorp> will have to do that for gce too
5 are not resolution-independent) 812:17 <@schmorp> remind me of it
6 b) widget layout is nontrivial as to not obscure map 912:17 <@schmorp> qwhen i next bundle it
7 c) need better way to center map then middle-button, maybe map overview 10
8 (but updates will be slow UPDATE updates are not at all slow). 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
9- labels are generally shown too small 12 together with removing query dialog altogether.
10- labels have an extra " " at the end that affects size calculations(?) 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
11- label needs "expected char size" 14- IMPORTANT: history for completer (cursor-up)
12- make font description copy: font size changes hurt A LOT 15
13- toplevel should enforce that windows always be partially visible 16- message log/textview flickers on update.
17- binding window and editor layout broken for long recordings
18- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
19 (use popups, not buttons)
20- minor: skill list which shows XP and lets u bind stuff
21
22should be solved/investitaged before release:
23- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
24 and add column titles (also for other tables like inventory and bindings)
25- log messages received and commands sent to ~/.crossfire/log.$ip
26- the binding editor should have a append-record mode or something like that
27- cairo/win32 looks like shit (premultiplied alpha bug?)
28 (despite horrendous efforts, this is likely not fixable except by building a custom
29 libcairo for win32).
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit)
32- better focus management: put focus onto active windows, remove it again later
33 (mainly to speed up gui interaction when map isn't important).
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
35- enter runmode when cursor-key repeats (maybe not?)
36- mapmap (overview) - scroll visible area by clicking/dragging
37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
14- maybe move window managing functionality into toplevel 38- maybe move window managing functionality into toplevel
39- better window management (graphical feedback)
40- the player weight somehow updates strangely when dropping/picking up
15 41
16"workarounded" but not solved: 42low priority:
17(- IMPORTANT: move widgets to integer coordinates - fix containers!) 43- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
44- investigate fill widget option.
45- win32, fow_tetxure sometimes nukes other textures
46 (mostly fixed, but still there: displays list and texture uploads do not go well together)
47- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
48- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all").
50- textview should not snap to bottom on resize.
51- alt+cursor == diagonal
52- look into extendedmapinfo
53- save only dirty cached maps, and save dirty maps != current map
54- try to synchronize local animation speed with server updates to save on screen refreshes.
55- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar
57- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
59- performance: use texture collections for upstream server data instead if gobs
60 of small textures.
61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
62 affect neighbouring visible pixels (border bleeding).
18(- pango fontsize measure and decrease to achieve real pixel height) 63- pango fontsize measure and decrease to achieve real pixel height
64
65TEMPORARY SERVER TODO:
66- palyer peaceful setting should be independen of game peaceful setting
67 (i.e. one should be able to become hostile against guards but still
68 be peaceful - the palyer peaceful would be toggled by priests and shown
69 in who, the game peaceful steting would be toggled by the peaceful command
70 but not otherwise shown).
71- pippij wants playerstealing to work between hostile players
72- attempt_jump tries to kick jumped-into monster,s but doesn't work
73- 1) If you hide, and someone can see you trying to hide, you'll get a
74 message, even when you can't see that other person.
75- 2) hiding exp is always 1, independant of how difficult it is to hide
76- 3) jumping into monsters does no damage, even though it's supposed to
77 be an attack (mentioned before). You also get no exp for this
78- 10) (feature request): bug/typo/idea commands to automatically log
79 your comments, with the mentioning of the current map (and perhaps an
80 item, if you do 'bug <item>').
81
82set_face 4783 => 70
83libpng warning: Ignoring gAMA chunk with gamma=0
84allocating id 71
85OK
86set_face 4782 => 71
87libpng warning: Ignoring gAMA chunk with gamma=0
88allocating id 72
89OK
90set_face 4781 => 72
91libpng warning: Ignoring gAMA chunk with gamma=0
92allocating id 73
93OK
94set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0
96
97 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.
98 /*first pass*/
99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
100 glDepthMask(FALSE); /*disable Z buffer*/
101 if (premultpliedTransparency)
102 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
103 else
104 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
105 /*render the object here*/
106
107 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:
108 /*second pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1-a*/
113
114 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:
115 /*third pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(TRUE); /*enable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1*/
120
121

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