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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.24 by root, Thu Apr 20 02:43:00 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
3- IMPIMPIMP-ORA-ANT: history for commandline :) 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10
11- IMPORTANT: message log window often loses contents after refreshes/res switches
12 (m,aybe not, maybe after loging out and in again?)
13 also: message log window now visibly flickers, must be soem horrid bug
14- IMPORTANT: statusbox update timer
15- IMPORTANT: statusbox tooltip must not go away on updates
16- IMPORTANT: history for completer (cursor-up)
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
18- IMPORTANT: stats window looks like shit initially (widget allocation?)
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
23
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?)
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit)
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.
4- enter runmode when cursor-key repeats 35- enter runmode when cursor-key repeats (maybe not?)
5- mapmap (overview) 36- mapmap (overview) - scroll visible area by clicking/dragging
6 - convetr to real window 37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
7 - draw rectangle around visible area 38- maybe move window managing functionality into toplevel
8 - scroll visible area 39- better window management (graphical feedback)
9 - make size configurable/reesizable 40- the player weight somehow updates strangely when dropping/picking up
10- use real mapmap size in map caching, not hardcoded 250 size 41
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
11- save only dirty cached maps, and save dirty maps != current map 51- save only dirty cached maps, and save dirty maps != current map
12- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 52- try to synchronize local animation speed with server updates to save on screen refreshes.
13- the stats for the gauges which get into the stats_update function are somehow weird 53- player list from server for tell etc. commands
14- IMPORTANT: map scroll darken code does not work 54- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
15- 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
16- message window layout broken (entry too small). 57- performance: use texture collections for upstream server data instead if gobs
17- mesa-rendering of textview shows only garbage and/or another texture 58 of small textures.
18- IMPORTANT: user interface (window positions etc.) should be saved, but 59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
19 a) switching modes clears/recreates all widgets (has to, as parameters 60 affect neighbouring visible pixels (border bleeding).
20 are not resolution-independent) 61- pango fontsize measure and decrease to achieve real pixel height
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24- label needs "expected char width"
25- toplevel should enforce that windows always be partially visible
26- maybe move window managing functionality into toplevel
27 62
28- implement suicide command for server 63TEMPORARY SERVER TODO:
29- cavehippo wants hashstring to be changed to hash name 64- palyer peaceful setting should be independen of game peaceful setting
65 (i.e. one should be able to become hostile against guards but still
66 be peaceful - the palyer peaceful would be toggled by priests and shown
67 in who, the game peaceful steting would be toggled by the peaceful command
68 but not otherwise shown).
30- pippij wants playerstealing to work between hostile players 69- pippij wants playerstealing to work between hostile players
31- schmorp wants to rework the who output format
32- 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
33- 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
34 message, even when you can't see that other person. 72 message, even when you can't see that other person.
35- 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
36- 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
37 be an attack (mentioned before). You also get no exp for this 75 be an attack (mentioned before). You also get no exp for this
38- 10) (feature request): bug/typo/idea commands to automatically log 76- 10) (feature request): bug/typo/idea commands to automatically log
39 your comments, with the mentioning of the current map (and perhaps an 77 your comments, with the mentioning of the current map (and perhaps an
40 item, if you do 'bug <item>'). 78 item, if you do 'bug <item>').
41
42"workarounded" but not solved:
43(- IMPORTANT: move widgets to integer coordinates - fix containers!)
44(- pango fontsize measure and decrease to achieve real pixel height)
45 79
46set_face 4783 => 70 80set_face 4783 => 70
47libpng warning: Ignoring gAMA chunk with gamma=0 81libpng warning: Ignoring gAMA chunk with gamma=0
48allocating id 71 82allocating id 71
49OK 83OK
56allocating id 73 90allocating id 73
57OK 91OK
58set_face 4784 => 73 92set_face 4784 => 73
59libpng warning: Ignoring gAMA chunk with gamma=0 93libpng warning: Ignoring gAMA chunk with gamma=0
60 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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