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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 1.126 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
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: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: stats window looks like shit initially (widget allocation?)
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.
3- enter runmode when cursor-key repeats 32- enter runmode when cursor-key repeats (maybe not?)
4- mapmap (overview) 33- mapmap (overview) - scroll visible area by clicking/dragging
5 - convetr to real window 34- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
6 - draw rectangle around visible area 35- maybe move window managing functionality into toplevel
7 - scroll visible area 36- better window management (graphical feedback)
8 - make size configurable/reesizable 37- the player weight somehow updates strangely when dropping/picking up
9- use real mapmap size in map caching, not hardcoded 250 size 38
39low priority:
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
10- save only dirty cached maps, and save dirty maps != current map 48- 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 49- 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 50- player list from server for tell etc. commands
13- IMPORTANT: map scroll darken code does not work 51- examine etc., should use extendeddrawinfo or sth. similar
52- 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 53- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
15- message window layout broken (entry too small). 54- performance: use texture collections for upstream server data instead if gobs
16- mesa-rendering of textview shows only garbage and/or another texture 55 of small textures.
17- IMPORTANT: user interface (window positions etc.) should be saved, but 56- 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 57 affect neighbouring visible pixels (border bleeding).
19 are not resolution-independent) 58- 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 59
30- cavehippo wants hashstring to be changed to hash name 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).
31- pippij wants playerstealing to work between hostile players 66- pippij wants playerstealing to work between hostile players
32- schmorp wants to rework the who output format 67- attempt_jump tries to kick jumped-into monster,s but doesn't work
33 68- 1) If you hide, and someone can see you trying to hide, you'll get a
34"workarounded" but not solved: 69 message, even when you can't see that other person.
35(- IMPORTANT: move widgets to integer coordinates - fix containers!) 70- 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) 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>').
37 76
38set_face 4783 => 70 77set_face 4783 => 70
39libpng warning: Ignoring gAMA chunk with gamma=0 78libpng warning: Ignoring gAMA chunk with gamma=0
40allocating id 71 79allocating id 71
41OK 80OK
48allocating id 73 87allocating id 73
49OK 88OK
50set_face 4784 => 73 89set_face 4784 => 73
51libpng warning: Ignoring gAMA chunk with gamma=0 90libpng warning: Ignoring gAMA chunk with gamma=0
52 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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