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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.20 by elmex, Tue Apr 18 20:18:34 2006 UTC vs.
Revision 1.123 by root, Mon Jun 5 00:17:47 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
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: password-entry dialog (query!) not hidden, should be fixed
12 together with removing query dialog altogether.
13- IMPORTANT: message log window often loses contents after refreshes/res switches
14 (m,aybe not, maybe after loging out and in again?)
15 also: message log window now visibly flickers, must be soem horrid bug
16- IMPORTANT: statusbox update timer
17- IMPORTANT: statusbox tooltip must not go away on updates
18- IMPORTANT: history for completer (cursor-up)
19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
20- IMPORTANT: stats window looks like shit initially (widget allocation?)
21
22- binding window and editor layout broken for long recordings
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
24- minor: skill list which shows XP and lets u bind stuff
25
26should be solved/investitaged before release:
27- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
28 and add column titles (also for other tables like inventory and bindings)
29- log messages received and commands sent to ~/.crossfire/log.$ip
30- the binding editor should have a append-record mode or something like that
31- rethink message display in lower left corner
32- cairo/win32 looks like shit (premultiplied alpha bug?)
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit)
35- better focus management: put focus onto active windows, remove it again later
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
3- enter runmode when cursor-key repeats 37- enter runmode when cursor-key repeats (maybe not?)
4- mapmap (overview) 38- mapmap (overview) - scroll visible area by clicking/dragging
5 - convetr to real window 39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
6 - draw rectangle around visible area 40- maybe move window managing functionality into toplevel
7 - scroll visible area 41- better window management (graphical feedback)
8 - make size configurable/reesizable 42- the player weight somehow updates strangely when dropping/picking up
9- use real mapmap size in map caching, not hardcoded 250 size 43
44low priority:
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
10- save only dirty cached maps, and save dirty maps != current map 53- save only dirty cached maps, and save dirty maps != current map
11- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 54- try to synchronize local animation speed with server updates to save on screen refreshes.
12- the stats for the gauges which get into the stats_update function are somehow weird 55- player list from server for tell etc. commands
13- IMPORTANT: map scroll darken code does not work 56- examine etc., should use extendeddrawinfo or sth. similar
57- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
14- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
15- message window layout broken (entry too small). 59- performance: use texture collections for upstream server data instead if gobs
16- mesa-rendering of textview shows only garbage and/or another texture 60 of small textures.
17- IMPORTANT: user interface (window positions etc.) should be saved, but 61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
18 a) switching modes clears/recreates all widgets (has to, as parameters 62 affect neighbouring visible pixels (border bleeding).
19 are not resolution-independent) 63- pango fontsize measure and decrease to achieve real pixel height
20 b) widget layout is nontrivial as to not obscure map
21 c) need better way to center map then middle-button, maybe map overview
22 (but updates will be slow UPDATE updates are not at all slow).
23- labels are generally shown too small
24- labels have an extra " " at the end that affects size calculations(?)
25- label needs "expected char width"
26- make font description copy: font size changes hurt A LOT (really?)
27- toplevel should enforce that windows always be partially visible
28- maybe move window managing functionality into toplevel
29 64
30- cavehippo wants hashstring to be changed to hash name 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).
31- pippij wants playerstealing to work between hostile players 71- pippij wants playerstealing to work between hostile players
32- schmorp wants to rework the who output format 72- attempt_jump tries to kick jumped-into monster,s but doesn't work
33 73- 1) If you hide, and someone can see you trying to hide, you'll get a
34"workarounded" but not solved: 74 message, even when you can't see that other person.
35(- IMPORTANT: move widgets to integer coordinates - fix containers!) 75- 2) hiding exp is always 1, independant of how difficult it is to hide
36(- pango fontsize measure and decrease to achieve real pixel height) 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>').
37 81
38set_face 4783 => 70 82set_face 4783 => 70
39libpng warning: Ignoring gAMA chunk with gamma=0 83libpng warning: Ignoring gAMA chunk with gamma=0
40allocating id 71 84allocating id 71
41OK 85OK
48allocating id 73 92allocating id 73
49OK 93OK
50set_face 4784 => 73 94set_face 4784 => 73
51libpng warning: Ignoring gAMA chunk with gamma=0 95libpng warning: Ignoring gAMA chunk with gamma=0
52 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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