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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.30 by root, Mon Apr 24 03:19:41 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
3- IMPORTANT: slider should clip to valid range properly 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPIMPIMP-ORA-ANT: history for commandline :) 712:17 <@schmorp> will have to do that for gce too
5- IMPORTANT: user interface (window positions etc.) should be saved, but 812:17 <@schmorp> remind me of it
6 a) switching modes clears/recreates all widgets (has to, as parameters 912:17 <@schmorp> qwhen i next bundle it
7 are not resolution-independent)
8 b) widget layout is nontrivial as to not obscure map
9 c) need better way to center map then middle-button, maybe map overview
10 (but updates will be slow UPDATE updates are not at all slow).
11 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.
12- enter runmode when cursor-key repeats 37- enter runmode when cursor-key repeats (maybe not?)
13- mapmap (overview) 38- mapmap (overview) - scroll visible area by clicking/dragging
14 - convetr to real window 39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
15 - draw rectangle around visible area 40- maybe move window managing functionality into toplevel
16 - scroll visible area 41- better window management (graphical feedback)
17 - make size configurable/reesizable 42- the player weight somehow updates strangely when dropping/picking up
18- 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
19- save only dirty cached maps, and save dirty maps != current map 53- save only dirty cached maps, and save dirty maps != current map
20- 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.
21- the stats for the gauges which get into the stats_update function are somehow weird 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.).
22- 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
23- message window layout broken (entry too small). 59- performance: use texture collections for upstream server data instead if gobs
24- mesa-rendering of textview shows only garbage and/or another texture 60 of small textures.
25- label needs "expected char width" 61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
26- toplevel should enforce that windows always be partially visible 62 affect neighbouring visible pixels (border bleeding).
27- maybe move window managing functionality into toplevel 63- pango fontsize measure and decrease to achieve real pixel height
28 64
29TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
30- run flawfinder on cf 66- palyer peaceful setting should be independen of game peaceful setting
31- disable old socket mode in server 67 (i.e. one should be able to become hostile against guards but still
32- implement suicide command for server 68 be peaceful - the palyer peaceful would be toggled by priests and shown
33- cavehippo wants hashstring to be changed to hash name 69 in who, the game peaceful steting would be toggled by the peaceful command
70 but not otherwise shown).
34- pippij wants playerstealing to work between hostile players 71- pippij wants playerstealing to work between hostile players
35- schmorp wants to rework the who output format
36- attempt_jump tries to kick jumped-into monster,s but doesn't work 72- attempt_jump tries to kick jumped-into monster,s but doesn't work
37- 1) If you hide, and someone can see you trying to hide, you'll get a 73- 1) If you hide, and someone can see you trying to hide, you'll get a
38 message, even when you can't see that other person. 74 message, even when you can't see that other person.
39- 2) hiding exp is always 1, independant of how difficult it is to hide 75- 2) hiding exp is always 1, independant of how difficult it is to hide
40- 3) jumping into monsters does no damage, even though it's supposed to 76- 3) jumping into monsters does no damage, even though it's supposed to
41 be an attack (mentioned before). You also get no exp for this 77 be an attack (mentioned before). You also get no exp for this
42- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
43 your comments, with the mentioning of the current map (and perhaps an 79 your comments, with the mentioning of the current map (and perhaps an
44 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
45
46"workarounded" but not solved:
47(- IMPORTANT: move widgets to integer coordinates - fix containers!)
48(- pango fontsize measure and decrease to achieve real pixel height)
49 81
50set_face 4783 => 70 82set_face 4783 => 70
51libpng warning: Ignoring gAMA chunk with gamma=0 83libpng warning: Ignoring gAMA chunk with gamma=0
52allocating id 71 84allocating id 71
53OK 85OK
60allocating id 73 92allocating id 73
61OK 93OK
62set_face 4784 => 73 94set_face 4784 => 73
63libpng warning: Ignoring gAMA chunk with gamma=0 95libpng warning: Ignoring gAMA chunk with gamma=0
64 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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