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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.42 by root, Fri Apr 28 09:22:00 2006 UTC vs.
Revision 1.127 by root, Mon Jun 5 02:25:10 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
312:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
412:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
7 10
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
9- IMPORTANT: slider should clip to valid range properly 12 together with removing query dialog altogether.
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
11 a) switching modes clears/recreates all widgets (has to, as parameters 14- IMPORTANT: history for completer (cursor-up)
12 are not resolution-independent) 15
13 b) widget layout is nontrivial as to not obscure map 16- binding window and editor layout broken for long recordings
14 c) need better way to center map then middle-button, maybe map overview 17- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
15 (but updates will be slow UPDATE updates are not at all slow). 18- minor: skill list which shows XP and lets u bind stuff
16- IMPORTANT: animate faces in inventory etc.
17 19
18should be solved/investitaged before release: 20should be solved/investitaged before release:
19- remove wrap_mode hack from texture and make it a per-texture operation 21- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
22 and add column titles (also for other tables like inventory and bindings)
23- log messages received and commands sent to ~/.crossfire/log.$ip
24- the binding editor should have a append-record mode or something like that
25- rethink message display in lower left corner
26- cairo/win32 looks like shit (premultiplied alpha bug?)
27 (despite horrendous efforts, this is likely not fixable except by building a custom
28 libcairo for win32).
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 (mainly to speed up gui interaction when map isn't important).
33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
20- enter runmode when cursor-key repeats 34- enter runmode when cursor-key repeats (maybe not?)
21- mapmap (overview) 35- mapmap (overview) - scroll visible area by clicking/dragging
22 - scroll visible area
23- save only dirty cached maps, and save dirty maps != current map
24- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
25- mesa-rendering of textview shows only garbage and/or another texture
26- maybe move window managing functionality into toplevel 37- maybe move window managing functionality into toplevel
27- look into extendeddrawinfo and extendedmapinfo 38- better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
28 40
29low priority: 41low priority:
42- win32, fow_tetxure sometimes nukes other textures
43 (mostly fixed, but still there: displays list and texture uploads do not go well together)
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize.
48- alt+cursor == diagonal
49- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map
51- try to synchronize local animation speed with server updates to save on screen refreshes.
52- player list from server for tell etc. commands
53- examine etc., should use extendeddrawinfo or sth. similar
54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
30- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
31- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
32- performance: use texture collections for upstream server data instead if gobs 56- performance: use texture collections for upstream server data instead if gobs
33 of small textures. 57 of small textures.
34- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35 affect neighbouring visible pixels (border bleeding). 59 affect neighbouring visible pixels (border bleeding).
36- pango fontsize measure and decrease to achieve real pixel height 60- pango fontsize measure and decrease to achieve real pixel height
39- palyer peaceful setting should be independen of game peaceful setting 63- palyer peaceful setting should be independen of game peaceful setting
40 (i.e. one should be able to become hostile against guards but still 64 (i.e. one should be able to become hostile against guards but still
41 be peaceful - the palyer peaceful would be toggled by priests and shown 65 be peaceful - the palyer peaceful would be toggled by priests and shown
42 in who, the game peaceful steting would be toggled by the peaceful command 66 in who, the game peaceful steting would be toggled by the peaceful command
43 but not otherwise shown). 67 but not otherwise shown).
44- run flawfinder on cf
45- disable old socket mode in server
46- implement suicide command for server
47- cavehippo wants hashstring to be changed to hash name
48- pippij wants playerstealing to work between hostile players 68- pippij wants playerstealing to work between hostile players
49- schmorp wants to rework the who output format
50- attempt_jump tries to kick jumped-into monster,s but doesn't work 69- attempt_jump tries to kick jumped-into monster,s but doesn't work
51- 1) If you hide, and someone can see you trying to hide, you'll get a 70- 1) If you hide, and someone can see you trying to hide, you'll get a
52 message, even when you can't see that other person. 71 message, even when you can't see that other person.
53- 2) hiding exp is always 1, independant of how difficult it is to hide 72- 2) hiding exp is always 1, independant of how difficult it is to hide
54- 3) jumping into monsters does no damage, even though it's supposed to 73- 3) jumping into monsters does no damage, even though it's supposed to
70allocating id 73 89allocating id 73
71OK 90OK
72set_face 4784 => 73 91set_face 4784 => 73
73libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
74 93
94 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.
95 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/
98 if (premultpliedTransparency)
99 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
100 else
101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102 /*render the object here*/
103
104 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:
105 /*second pass*/
106 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
109 /*render the object with alpha replaced with 1-a*/
110
111 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:
112 /*third pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(TRUE); /*enable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1*/
117
118

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