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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.28 by root, Sun Apr 23 04:41:33 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- IMPIMPIMP-ORA-ANT: history for commandline :) 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: map scroll darken code does not work 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- IMPORTANT: fix pango the "correct" way
12 10
13- BUG: when the gauge fontsize changes in client setup the fontsize isn't updated. 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
14 it's somehow only updated when the size of the frame changes. (or the size of 12 together with removing query dialog altogether.
15 the labels itself? or their position?) 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
16 propably i'm doing something wrong in CFClient::UI::Frame ? 14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: stats window looks like shit initially (widget allocation?)
17 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.
18- enter runmode when cursor-key repeats 32- enter runmode when cursor-key repeats (maybe not?)
19- mapmap (overview) 33- mapmap (overview) - scroll visible area by clicking/dragging
20 - convetr to real window 34- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
21 - draw rectangle around visible area 35- maybe move window managing functionality into toplevel
22 - scroll visible area 36- better window management (graphical feedback)
23 - make size configurable/reesizable 37- the player weight somehow updates strangely when dropping/picking up
24- 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
25- save only dirty cached maps, and save dirty maps != current map 48- save only dirty cached maps, and save dirty maps != current map
26- 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.
27- the stats for the gauges which get into the stats_update function are somehow weird 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.).
28- 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
29- message window layout broken (entry too small). 54- performance: use texture collections for upstream server data instead if gobs
30- mesa-rendering of textview shows only garbage and/or another texture 55 of small textures.
31- label needs "expected char width" 56- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
32- toplevel should enforce that windows always be partially visible 57 affect neighbouring visible pixels (border bleeding).
33- maybe move window managing functionality into toplevel 58- pango fontsize measure and decrease to achieve real pixel height
34 59
35TEMPORARY SERVER TODO: 60TEMPORARY SERVER TODO:
36- run flawfinder on cf 61- palyer peaceful setting should be independen of game peaceful setting
37- disable old socket mode in server 62 (i.e. one should be able to become hostile against guards but still
38- implement suicide command for server 63 be peaceful - the palyer peaceful would be toggled by priests and shown
39- cavehippo wants hashstring to be changed to hash name 64 in who, the game peaceful steting would be toggled by the peaceful command
65 but not otherwise shown).
40- pippij wants playerstealing to work between hostile players 66- pippij wants playerstealing to work between hostile players
41- schmorp wants to rework the who output format
42- attempt_jump tries to kick jumped-into monster,s but doesn't work 67- attempt_jump tries to kick jumped-into monster,s but doesn't work
43- 1) If you hide, and someone can see you trying to hide, you'll get a 68- 1) If you hide, and someone can see you trying to hide, you'll get a
44 message, even when you can't see that other person. 69 message, even when you can't see that other person.
45- 2) hiding exp is always 1, independant of how difficult it is to hide 70- 2) hiding exp is always 1, independant of how difficult it is to hide
46- 3) jumping into monsters does no damage, even though it's supposed to 71- 3) jumping into monsters does no damage, even though it's supposed to
47 be an attack (mentioned before). You also get no exp for this 72 be an attack (mentioned before). You also get no exp for this
48- 10) (feature request): bug/typo/idea commands to automatically log 73- 10) (feature request): bug/typo/idea commands to automatically log
49 your comments, with the mentioning of the current map (and perhaps an 74 your comments, with the mentioning of the current map (and perhaps an
50 item, if you do 'bug <item>'). 75 item, if you do 'bug <item>').
51
52"workarounded" but not solved:
53(- IMPORTANT: move widgets to integer coordinates - fix containers!)
54(- pango fontsize measure and decrease to achieve real pixel height)
55 76
56set_face 4783 => 70 77set_face 4783 => 70
57libpng warning: Ignoring gAMA chunk with gamma=0 78libpng warning: Ignoring gAMA chunk with gamma=0
58allocating id 71 79allocating id 71
59OK 80OK
66allocating id 73 87allocating id 73
67OK 88OK
68set_face 4784 => 73 89set_face 4784 => 73
69libpng warning: Ignoring gAMA chunk with gamma=0 90libpng warning: Ignoring gAMA chunk with gamma=0
70 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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