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 1.19 by root, Tue Apr 18 02:04:22 2006 UTC vs.
Revision 1.125 by root, Mon Jun 5 01:22:07 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- mapmap (overview) 612:17 <@schmorp> i do list all libs manually for pclient
4 - convetr to real window 712:17 <@schmorp> will have to do that for gce too
5 - draw rectangle around visible area 812:17 <@schmorp> remind me of it
6 - scroll visible area 912:17 <@schmorp> qwhen i next bundle it
7 - make size configurable/reesizable 10
8- use real mapmap size in map caching, not hardcoded 250 size 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 together with removing query dialog altogether.
13- IMPORTANT: statusbox tooltip must not go away on updates
14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
16- IMPORTANT: stats window looks like shit initially (widget allocation?)
17
18- binding window and editor layout broken for long recordings
19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
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- rethink message display in lower left corner
28- cairo/win32 looks like shit (premultiplied alpha bug?)
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- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
33- enter runmode when cursor-key repeats (maybe not?)
34- mapmap (overview) - scroll visible area by clicking/dragging
35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
36- maybe move window managing functionality into toplevel
37- better window management (graphical feedback)
38- the player weight somehow updates strangely when dropping/picking up
39
40low priority:
41- win32, fow_tetxure sometimes nukes other textures
42 (mostly fixed, but still there: displays list and texture uploads do not go well together)
43- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
44- completer should know more about arguments, e.g. cast summon pet monster,
45 or that some commands do not take arguments ("drop all").
46- textview should not snap to bottom on resize.
47- alt+cursor == diagonal
48- look into extendedmapinfo
9- save only dirty cached maps, and save dirty maps != current map 49- save only dirty cached maps, and save dirty maps != current map
10- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 50- try to synchronize local animation speed with server updates to save on screen refreshes.
11- the stats for the gauges which get into the stats_update function are somehow weird 51- player list from server for tell etc. commands
12- IMPORTANT: map scroll darken code does not work 52- examine etc., should use extendeddrawinfo or sth. similar
53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
13- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 54- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
14- message window layout broken (entry too small). 55- performance: use texture collections for upstream server data instead if gobs
15- mesa-rendering of textview shows only garbage and/or another texture 56 of small textures.
16- IMPORTANT: user interface (window positions etc.) should be saved, but 57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
17 a) switching modes clears/recreates all widgets (has to, as parameters 58 affect neighbouring visible pixels (border bleeding).
18 are not resolution-independent) 59- pango fontsize measure and decrease to achieve real pixel height
19 b) widget layout is nontrivial as to not obscure map
20 c) need better way to center map then middle-button, maybe map overview
21 (but updates will be slow UPDATE updates are not at all slow).
22- labels are generally shown too small
23- labels have an extra " " at the end that affects size calculations(?)
24- label needs "expected char width"
25- make font description copy: font size changes hurt A LOT (really?)
26- toplevel should enforce that windows always be partially visible
27- maybe move window managing functionality into toplevel
28 60
29- cavehippo wants hashstring to be changed to hash name 61TEMPORARY SERVER TODO:
62- palyer peaceful setting should be independen of game peaceful setting
63 (i.e. one should be able to become hostile against guards but still
64 be peaceful - the palyer peaceful would be toggled by priests and shown
65 in who, the game peaceful steting would be toggled by the peaceful command
66 but not otherwise shown).
30- pippij wants playerstealing to work between hostile players 67- pippij wants playerstealing to work between hostile players
31- schmorp wants to rework the who output format 68- attempt_jump tries to kick jumped-into monster,s but doesn't work
32 69- 1) If you hide, and someone can see you trying to hide, you'll get a
33"workarounded" but not solved: 70 message, even when you can't see that other person.
34(- IMPORTANT: move widgets to integer coordinates - fix containers!) 71- 2) hiding exp is always 1, independant of how difficult it is to hide
35(- pango fontsize measure and decrease to achieve real pixel height) 72- 3) jumping into monsters does no damage, even though it's supposed to
73 be an attack (mentioned before). You also get no exp for this
74- 10) (feature request): bug/typo/idea commands to automatically log
75 your comments, with the mentioning of the current map (and perhaps an
76 item, if you do 'bug <item>').
36 77
37set_face 4783 => 70 78set_face 4783 => 70
38libpng warning: Ignoring gAMA chunk with gamma=0 79libpng warning: Ignoring gAMA chunk with gamma=0
39allocating id 71 80allocating id 71
40OK 81OK
47allocating id 73 88allocating id 73
48OK 89OK
49set_face 4784 => 73 90set_face 4784 => 73
50libpng warning: Ignoring gAMA chunk with gamma=0 91libpng warning: Ignoring gAMA chunk with gamma=0
51 92
93 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.
94 /*first pass*/
95 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
96 glDepthMask(FALSE); /*disable Z buffer*/
97 if (premultpliedTransparency)
98 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
99 else
100 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
101 /*render the object here*/
102
103 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:
104 /*second pass*/
105 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
106 glDepthMask(FALSE); /*disable Z buffer*/
107 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
108 /*render the object with alpha replaced with 1-a*/
109
110 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:
111 /*third pass*/
112 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
113 glDepthMask(TRUE); /*enable Z buffer*/
114 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
115 /*render the object with alpha replaced with 1*/
116
117

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines