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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.10 by root, Sun Apr 16 00:06:26 2006 UTC vs.
Revision 1.126 by root, Mon Jun 5 02:00:14 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: user interface (window positions etc.) should be saved, but 612:17 <@schmorp> i do list all libs manually for pclient
4 a) switching modes clears/recreates all widgets (has to, as parameters 712:17 <@schmorp> will have to do that for gce too
5 are not resolution-independent) 812:17 <@schmorp> remind me of it
6 b) widget layout is nontrivial as to not obscure map 912:17 <@schmorp> qwhen i next bundle it
7 c) need better way to center map then middle-button, maybe map overview 10
8 (but updates will be slow UPDATE updates are not at all slow). 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
9- labels are generally shown too small 12 together with removing query dialog altogether.
10- labels have an extra " " at the end that affects size calculations(?) 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
11- label needs "expected char size" 14- IMPORTANT: history for completer (cursor-up)
12- make font description copy: font size changes hurt A LOT 15- IMPORTANT: stats window looks like shit initially (widget allocation?)
13- toplevel should enforce that windows always be partially visible 16
17- binding window and editor layout broken for long recordings
18- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
19- minor: skill list which shows XP and lets u bind stuff
20
21should be solved/investitaged before release:
22- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
23 and add column titles (also for other tables like inventory and bindings)
24- log messages received and commands sent to ~/.crossfire/log.$ip
25- the binding editor should have a append-record mode or something like that
26- rethink message display in lower left corner
27- cairo/win32 looks like shit (premultiplied alpha bug?)
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, press quit)
30- better focus management: put focus onto active windows, remove it again later
31- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
32- enter runmode when cursor-key repeats (maybe not?)
33- mapmap (overview) - scroll visible area by clicking/dragging
34- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
14- maybe move window managing functionality into toplevel 35- maybe move window managing functionality into toplevel
36- better window management (graphical feedback)
37- the player weight somehow updates strangely when dropping/picking up
15 38
16"workarounded" but not solved: 39low priority:
17(- IMPORTANT: move widgets to integer coordinates - fix containers!) 40- win32, fow_tetxure sometimes nukes other textures
41 (mostly fixed, but still there: displays list and texture uploads do not go well together)
42- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
43- completer should know more about arguments, e.g. cast summon pet monster,
44 or that some commands do not take arguments ("drop all").
45- textview should not snap to bottom on resize.
46- alt+cursor == diagonal
47- look into extendedmapinfo
48- save only dirty cached maps, and save dirty maps != current map
49- try to synchronize local animation speed with server updates to save on screen refreshes.
50- player list from server for tell etc. commands
51- examine etc., should use extendeddrawinfo or sth. similar
52- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
53- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
54- performance: use texture collections for upstream server data instead if gobs
55 of small textures.
56- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
57 affect neighbouring visible pixels (border bleeding).
18(- pango fontsize measure and decrease to achieve real pixel height) 58- pango fontsize measure and decrease to achieve real pixel height
59
60TEMPORARY SERVER TODO:
61- palyer peaceful setting should be independen of game peaceful setting
62 (i.e. one should be able to become hostile against guards but still
63 be peaceful - the palyer peaceful would be toggled by priests and shown
64 in who, the game peaceful steting would be toggled by the peaceful command
65 but not otherwise shown).
66- pippij wants playerstealing to work between hostile players
67- attempt_jump tries to kick jumped-into monster,s but doesn't work
68- 1) If you hide, and someone can see you trying to hide, you'll get a
69 message, even when you can't see that other person.
70- 2) hiding exp is always 1, independant of how difficult it is to hide
71- 3) jumping into monsters does no damage, even though it's supposed to
72 be an attack (mentioned before). You also get no exp for this
73- 10) (feature request): bug/typo/idea commands to automatically log
74 your comments, with the mentioning of the current map (and perhaps an
75 item, if you do 'bug <item>').
76
77set_face 4783 => 70
78libpng warning: Ignoring gAMA chunk with gamma=0
79allocating id 71
80OK
81set_face 4782 => 71
82libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 72
84OK
85set_face 4781 => 72
86libpng warning: Ignoring gAMA chunk with gamma=0
87allocating id 73
88OK
89set_face 4784 => 73
90libpng warning: Ignoring gAMA chunk with gamma=0
91
92 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.
93 /*first pass*/
94 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
95 glDepthMask(FALSE); /*disable Z buffer*/
96 if (premultpliedTransparency)
97 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
98 else
99 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
100 /*render the object here*/
101
102 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:
103 /*second pass*/
104 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/
106 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
107 /*render the object with alpha replaced with 1-a*/
108
109 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:
110 /*third pass*/
111 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112 glDepthMask(TRUE); /*enable Z buffer*/
113 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114 /*render the object with alpha replaced with 1*/
115
116

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