ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.11 by root, Sun Apr 16 07:25:29 2006 UTC vs.
Revision 1.127 by root, Mon Jun 5 02:25:10 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: map scroll darken code does not work 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: message window entry widget should defocus automatically when invoked 712:17 <@schmorp> will have to do that for gce too
5 from the map widget. 812:17 <@schmorp> remind me of it
6- message window layout broken (entry too small). 912:17 <@schmorp> qwhen i next bundle it
7- IMPORTANT: user interface (window positions etc.) should be saved, but 10
8 a) switching modes clears/recreates all widgets (has to, as parameters 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
9 are not resolution-independent) 12 together with removing query dialog altogether.
10 b) widget layout is nontrivial as to not obscure map 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
11 c) need better way to center map then middle-button, maybe map overview 14- IMPORTANT: history for completer (cursor-up)
12 (but updates will be slow UPDATE updates are not at all slow). 15
13- labels are generally shown too small 16- binding window and editor layout broken for long recordings
14- labels have an extra " " at the end that affects size calculations(?) 17- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
15- label needs "expected char size" 18- minor: skill list which shows XP and lets u bind stuff
16- make font description copy: font size changes hurt A LOT (really?) 19
17- toplevel should enforce that windows always be partially visible 20should be solved/investitaged before release:
21- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
22 and add column titles (also for other tables like inventory and bindings)
23- log messages received and commands sent to ~/.crossfire/log.$ip
24- the binding editor should have a append-record mode or something like that
25- rethink message display in lower left corner
26- cairo/win32 looks like shit (premultiplied alpha bug?)
27 (despite horrendous efforts, this is likely not fixable except by building a custom
28 libcairo for win32).
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, press quit)
31- better focus management: put focus onto active windows, remove it again later
32 (mainly to speed up gui interaction when map isn't important).
33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
34- enter runmode when cursor-key repeats (maybe not?)
35- mapmap (overview) - scroll visible area by clicking/dragging
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
18- maybe move window managing functionality into toplevel 37- maybe move window managing functionality into toplevel
38- better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
19 40
20- cavehippo wants hashstring to be changed to hash name 41low priority:
42- win32, fow_tetxure sometimes nukes other textures
43 (mostly fixed, but still there: displays list and texture uploads do not go well together)
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize.
48- alt+cursor == diagonal
49- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map
51- try to synchronize local animation speed with server updates to save on screen refreshes.
52- player list from server for tell etc. commands
53- examine etc., should use extendeddrawinfo or sth. similar
54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56- performance: use texture collections for upstream server data instead if gobs
57 of small textures.
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
59 affect neighbouring visible pixels (border bleeding).
60- pango fontsize measure and decrease to achieve real pixel height
21 61
22"workarounded" but not solved: 62TEMPORARY SERVER TODO:
23(- IMPORTANT: move widgets to integer coordinates - fix containers!) 63- palyer peaceful setting should be independen of game peaceful setting
24(- pango fontsize measure and decrease to achieve real pixel height) 64 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown
66 in who, the game peaceful steting would be toggled by the peaceful command
67 but not otherwise shown).
68- pippij wants playerstealing to work between hostile players
69- attempt_jump tries to kick jumped-into monster,s but doesn't work
70- 1) If you hide, and someone can see you trying to hide, you'll get a
71 message, even when you can't see that other person.
72- 2) hiding exp is always 1, independant of how difficult it is to hide
73- 3) jumping into monsters does no damage, even though it's supposed to
74 be an attack (mentioned before). You also get no exp for this
75- 10) (feature request): bug/typo/idea commands to automatically log
76 your comments, with the mentioning of the current map (and perhaps an
77 item, if you do 'bug <item>').
25 78
26set_face 4783 => 70 79set_face 4783 => 70
27libpng warning: Ignoring gAMA chunk with gamma=0 80libpng warning: Ignoring gAMA chunk with gamma=0
28allocating id 71 81allocating id 71
29OK 82OK
36allocating id 73 89allocating id 73
37OK 90OK
38set_face 4784 => 73 91set_face 4784 => 73
39libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
40 93
94 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.
95 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/
98 if (premultpliedTransparency)
99 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
100 else
101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102 /*render the object here*/
103
104 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:
105 /*second pass*/
106 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
109 /*render the object with alpha replaced with 1-a*/
110
111 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:
112 /*third pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(TRUE); /*enable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1*/
117
118

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines