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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.46 by root, Mon May 8 20:55:47 2006 UTC vs.
Revision 1.136 by root, Mon Jun 5 21:43:54 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: kick elmex for not documenting the bugs here so other people 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
9 cannot work on them. 12 together with removing query dialog altogether.
10- IMPORTANT: inventory update must be incremental (too slow) 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
11- IMPORTANT: slider should clip to valid range properly 14- IMPORTANT: history for completer (cursor-up)
12- IMPORTANT: user interface (window positions etc.) should be saved, but 15- IMPORTANT: bind keys using the completer
13 b) widget layout is nontrivial as to not obscure map
14 c) need better way to center map then middle-button, maybe map overview
15 (but updates will be slow UPDATE updates are not at all slow).
16- IMPORTANT: animate faces in inventory etc.
17- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
18- IMPORTANT: verify and correct connection-dependent texture management
19 16
20should be solved/investitaged before release: 17should be solved/investitaged before BETA release:
18- put metaserver list into scrolled viewport, move Use button to back,
19 add tooltips, close together with setup dialog or even notebook page
20 becoming invisible.
21- message log/textview flickers on update.
22- binding window and editor layout broken for long recordings
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
24 (use popups, not buttons)
25- minor: skill list which shows XP and lets u bind stuff
26- adding another notebook page "Debug" that sets debnugging flags might or
27 might not help tracking down bugs in the field?
28- log messages received and commands sent to ~/.crossfire/log.$ip
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing login with connection refused, then close window) 30 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation
24- enter runmode when cursor-key repeats
25- mapmap (overview) - scroll visible area by clicking/dragging 31- mapmap (overview) - scroll visible area by clicking/dragging
32- maybe move window managing functionality into toplevel: better window management (graphical feedback)
33- the player weight somehow updates strangely when dropping/picking up
34 (update: is this still the case?)
35
36should be solved/investigated before 1.0 release:
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
39- enter runmode when cursor-key repeats (maybe not?)
40- better focus management: put focus onto active windows, remove it again later
41 (mainly to speed up gui interaction when map isn't important).
42- cairo/win32 looks like shit (premultiplied alpha bug?)
43 (despite horrendous efforts, this is likely not fixable except by building a custom
44 libcairo for win32).
45 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
46- the binding editor should have a append-record mode or something like that
47- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
48 and add column titles (also for other tables like inventory and bindings)
49- sliders do not change size after reconfigure.
50- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
51- investigate fill widget option.
52- win32, fow_tetxure sometimes nukes other textures
53 (mostly fixed, but still there: displays list and texture uploads do not go well together)
54- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
55- completer should know more about arguments, e.g. cast summon pet monster,
56 or that some commands do not take arguments ("drop all").
57- textview should not snap to bottom on resize.
58- alt+cursor == diagonal
59- look into extendedmapinfo
26- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 61- try to synchronize local animation speed with server updates to save on screen refreshes.
28- mesa-rendering of textview shows only garbage and/or another texture 62- player list from server for tell etc. commands
29- maybe move window managing functionality into toplevel 63- examine etc., should use extendeddrawinfo or sth. similar
30- look into extendeddrawinfo and extendedmapinfo 64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
31- update/check_size should be done at most once/frame/widget.
32
33low priority:
34- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
35- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
36- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 67 of small textures.
38- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 68- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
39 affect neighbouring visible pixels (border bleeding). 69 affect neighbouring visible pixels (border bleeding).
40- pango fontsize measure and decrease to achieve real pixel height 70- pango fontsize measure and decrease to achieve real pixel height
43- palyer peaceful setting should be independen of game peaceful setting 73- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 74 (i.e. one should be able to become hostile against guards but still
45 be peaceful - the palyer peaceful would be toggled by priests and shown 75 be peaceful - the palyer peaceful would be toggled by priests and shown
46 in who, the game peaceful steting would be toggled by the peaceful command 76 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 77 but not otherwise shown).
48- run flawfinder on cf
49- disable old socket mode in server
50- implement suicide command for server
51- cavehippo wants hashstring to be changed to hash name
52- pippij wants playerstealing to work between hostile players 78- pippij wants playerstealing to work between hostile players
53- schmorp wants to rework the who output format
54- attempt_jump tries to kick jumped-into monster,s but doesn't work 79- attempt_jump tries to kick jumped-into monster,s but doesn't work
55- 1) If you hide, and someone can see you trying to hide, you'll get a 80- 1) If you hide, and someone can see you trying to hide, you'll get a
56 message, even when you can't see that other person. 81 message, even when you can't see that other person.
57- 2) hiding exp is always 1, independant of how difficult it is to hide 82- 2) hiding exp is always 1, independant of how difficult it is to hide
58- 3) jumping into monsters does no damage, even though it's supposed to 83- 3) jumping into monsters does no damage, even though it's supposed to
74allocating id 73 99allocating id 73
75OK 100OK
76set_face 4784 => 73 101set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
78 103
104 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.
105 /*first pass*/
106 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 if (premultpliedTransparency)
109 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
110 else
111 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
112 /*render the object here*/
113
114 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:
115 /*second pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1-a*/
120
121 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:
122 /*third pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(TRUE); /*enable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1*/
127
128

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