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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.33 by elmex, Mon Apr 24 08:44:23 2006 UTC vs.
Revision 1.138 by root, Mon Jun 5 22:07:43 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: slider should clip to valid range properly 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: user interface (window positions etc.) should be saved, but 712:17 <@schmorp> will have to do that for gce too
5 a) switching modes clears/recreates all widgets (has to, as parameters 812:17 <@schmorp> remind me of it
6 are not resolution-independent) 912:17 <@schmorp> qwhen i next bundle it
7 b) widget layout is nontrivial as to not obscure map
8 c) need better way to center map then middle-button, maybe map overview
9 (but updates will be slow UPDATE updates are not at all slow).
10 10
11- IMPORTANT: pickup ratio not settable?
12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13 together with removing query dialog altogether.
14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: bind keys using the completer
17- IMPORTANT: map-clicking is still off-by-one randomly
18
19should be solved/investitaged before BETA release:
20- maybe open the help viewer on the first start, or a simple dialog that
21 initially lists keybidings for gcfclient converts.
22- add a "serve rinfo" setup page that tells you what the server supports
23 and more importantly what it does not support.
24- put metaserver list into scrolled viewport, move Use button to back,
25 add tooltips, close together with setup dialog or even notebook page
26 becoming invisible.
27- message log/textview flickers on update.
28- binding window and editor layout broken for long recordings
29- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
30 (use popups, not buttons)
31- minor: skill list which shows XP and lets u bind stuff
32- adding another notebook page "Debug" that sets debnugging flags might or
33 might not help tracking down bugs in the field?
34- log messages received and commands sent to ~/.crossfire/log.$ip
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit)
37- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40 (update: is this still the case?)
41
42should be solved/investigated before 1.0 release:
43- slider e.g. in setup/Spells is not updated when becoming visible
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
11- enter runmode when cursor-key repeats 46- enter runmode when cursor-key repeats (maybe not?)
12- mapmap (overview) 47- better focus management: put focus onto active windows, remove it again later
13 - convetr to real window 48 (mainly to speed up gui interaction when map isn't important).
14 - draw rectangle around visible area 49- cairo/win32 looks like shit (premultiplied alpha bug?)
15 - scroll visible area 50 (despite horrendous efforts, this is likely not fixable except by building a custom
16 - make size configurable/reesizable 51 libcairo for win32).
17- use real mapmap size in map caching, not hardcoded 250 size 52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- the binding editor should have a append-record mode or something like that
54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
55 and add column titles (also for other tables like inventory and bindings)
56- sliders do not change size after reconfigure.
57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
58- investigate fill widget option.
59- win32, fow_tetxure sometimes nukes other textures
60 (mostly fixed, but still there: displays list and texture uploads do not go well together)
61- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
62- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all").
64- textview should not snap to bottom on resize.
65- alt+cursor == diagonal
66- look into extendedmapinfo
18- save only dirty cached maps, and save dirty maps != current map 67- save only dirty cached maps, and save dirty maps != current map
19- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 68- try to synchronize local animation speed with server updates to save on screen refreshes.
20- the stats for the gauges which get into the stats_update function are somehow weird 69- player list from server for tell etc. commands
70- examine etc., should use extendeddrawinfo or sth. similar
71- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
21- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 72- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
22- message window layout broken (entry too small). 73- performance: use texture collections for upstream server data instead if gobs
23- mesa-rendering of textview shows only garbage and/or another texture 74 of small textures.
24- label needs "expected char width" 75- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
25- toplevel should enforce that windows always be partially visible 76 affect neighbouring visible pixels (border bleeding).
26- maybe move window managing functionality into toplevel 77- pango fontsize measure and decrease to achieve real pixel height
27- look into extendeddrawinfo and extendedmapinfo
28 78
29TEMPORARY SERVER TODO: 79TEMPORARY SERVER TODO:
30- palyer peaceful setting should be independen of game peaceful setting 80- palyer peaceful setting should be independen of game peaceful setting
31 (i.e. one should be able to become hostile against guards but still 81 (i.e. one should be able to become hostile against guards but still
32 be peaceful - the palyer peaceful would be toggled by priests and shown 82 be peaceful - the palyer peaceful would be toggled by priests and shown
33 in who, the game peaceful steting would be toggled by the peaceful command 83 in who, the game peaceful steting would be toggled by the peaceful command
34 but not otherwise shown). 84 but not otherwise shown).
35- run flawfinder on cf
36- disable old socket mode in server
37- implement suicide command for server
38- cavehippo wants hashstring to be changed to hash name
39- pippij wants playerstealing to work between hostile players 85- pippij wants playerstealing to work between hostile players
40- schmorp wants to rework the who output format
41- attempt_jump tries to kick jumped-into monster,s but doesn't work 86- attempt_jump tries to kick jumped-into monster,s but doesn't work
42- 1) If you hide, and someone can see you trying to hide, you'll get a 87- 1) If you hide, and someone can see you trying to hide, you'll get a
43 message, even when you can't see that other person. 88 message, even when you can't see that other person.
44- 2) hiding exp is always 1, independant of how difficult it is to hide 89- 2) hiding exp is always 1, independant of how difficult it is to hide
45- 3) jumping into monsters does no damage, even though it's supposed to 90- 3) jumping into monsters does no damage, even though it's supposed to
46 be an attack (mentioned before). You also get no exp for this 91 be an attack (mentioned before). You also get no exp for this
47- 10) (feature request): bug/typo/idea commands to automatically log 92- 10) (feature request): bug/typo/idea commands to automatically log
48 your comments, with the mentioning of the current map (and perhaps an 93 your comments, with the mentioning of the current map (and perhaps an
49 item, if you do 'bug <item>'). 94 item, if you do 'bug <item>').
50
51"workarounded" but not solved:
52(- IMPORTANT: move widgets to integer coordinates - fix containers!)
53(- pango fontsize measure and decrease to achieve real pixel height)
54 95
55set_face 4783 => 70 96set_face 4783 => 70
56libpng warning: Ignoring gAMA chunk with gamma=0 97libpng warning: Ignoring gAMA chunk with gamma=0
57allocating id 71 98allocating id 71
58OK 99OK
65allocating id 73 106allocating id 73
66OK 107OK
67set_face 4784 => 73 108set_face 4784 => 73
68libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
69 110
111 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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

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