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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.43 by root, Fri Apr 28 17:18:29 2006 UTC vs.
Revision 1.141 by root, Mon Jun 5 22:41:53 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: pickup ratio not settable?
9- IMPORTANT: slider should clip to valid range properly 12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13 together with removing query dialog altogether.
11 a) switching modes clears/recreates all widgets (has to, as parameters 14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
12 are not resolution-independent) 15- IMPORTANT: history for completer (cursor-up)
13 b) widget layout is nontrivial as to not obscure map 16- IMPORTANT: bind keys using the completer
14 c) need better way to center map then middle-button, maybe map overview 17- IMPORTANT: map-clicking is still off-by-one randomly
15 (but updates will be slow UPDATE updates are not at all slow).
16- IMPORTANT: animate faces in inventory etc.
17 18
18should be solved/investitaged before release: 19should be solved/investitaged before BETA release:
20- add lmb mouse = cast, mmb2 = invoke or so to spell list.
21- maybe open the help viewer on the first start, or a simple dialog that
22 initially lists keybidings for gcfclient converts.
23- add a "serve rinfo" setup page that tells you what the server supports
24 and more importantly what it does not support.
25- put metaserver list into scrolled viewport, move Use button to back,
26 add tooltips, close together with setup dialog or even notebook page
27 becoming invisible.
28- message log/textview flickers on update.
29- binding window and editor layout broken for long recordings
30- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
31 (use popups, not buttons)
32- minor: skill list which shows XP and lets u bind stuff
33- adding another notebook page "Debug" that sets debnugging flags might or
34 might not help tracking down bugs in the field?
35- log messages received and commands sent to ~/.crossfire/log.$ip
19- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
20 (after starting, pressing ogin with connection refused, then close window) 37 (after starting, press quit)
21- remove wrap_mode hack from texture and make it a per-texture operation 38- mapmap (overview) - scroll visible area by clicking/dragging
39- maybe move window managing functionality into toplevel: better window management (graphical feedback)
40- the player weight somehow updates strangely when dropping/picking up
41 (update: is this still the case?)
42
43should be solved/investigated before 1.0 release:
44- slider e.g. in setup/Spells is not updated when becoming visible
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
22- enter runmode when cursor-key repeats 47- enter runmode when cursor-key repeats (maybe not?)
23- mapmap (overview) 48- better focus management: put focus onto active windows, remove it again later
24 - scroll visible area 49 (mainly to speed up gui interaction when map isn't important).
50- cairo/win32 looks like shit (premultiplied alpha bug?)
51 (despite horrendous efforts, this is likely not fixable except by building a custom
52 libcairo for win32).
53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
54- the binding editor should have a append-record mode or something like that
55- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
56 and add column titles (also for other tables like inventory and bindings)
57- sliders do not change size after reconfigure.
58- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
59- investigate fill widget option.
60- win32, fow_tetxure sometimes nukes other textures
61 (mostly fixed, but still there: displays list and texture uploads do not go well together)
62- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
63- completer should know more about arguments, e.g. cast summon pet monster,
64 or that some commands do not take arguments ("drop all").
65- textview should not snap to bottom on resize.
66- alt+cursor == diagonal
67- look into extendedmapinfo
25- save only dirty cached maps, and save dirty maps != current map 68- 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 69- try to synchronize local animation speed with server updates to save on screen refreshes.
27- mesa-rendering of textview shows only garbage and/or another texture 70- player list from server for tell etc. commands
28- maybe move window managing functionality into toplevel 71- examine etc., should use extendeddrawinfo or sth. similar
29- look into extendeddrawinfo and extendedmapinfo 72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
30
31low priority:
32- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 73- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
33- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
34- performance: use texture collections for upstream server data instead if gobs 74- performance: use texture collections for upstream server data instead if gobs
35 of small textures. 75 of small textures.
36- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 76- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
37 affect neighbouring visible pixels (border bleeding). 77 affect neighbouring visible pixels (border bleeding).
38- pango fontsize measure and decrease to achieve real pixel height 78- pango fontsize measure and decrease to achieve real pixel height
41- palyer peaceful setting should be independen of game peaceful setting 81- palyer peaceful setting should be independen of game peaceful setting
42 (i.e. one should be able to become hostile against guards but still 82 (i.e. one should be able to become hostile against guards but still
43 be peaceful - the palyer peaceful would be toggled by priests and shown 83 be peaceful - the palyer peaceful would be toggled by priests and shown
44 in who, the game peaceful steting would be toggled by the peaceful command 84 in who, the game peaceful steting would be toggled by the peaceful command
45 but not otherwise shown). 85 but not otherwise shown).
46- run flawfinder on cf
47- disable old socket mode in server
48- implement suicide command for server
49- cavehippo wants hashstring to be changed to hash name
50- pippij wants playerstealing to work between hostile players 86- pippij wants playerstealing to work between hostile players
51- schmorp wants to rework the who output format
52- attempt_jump tries to kick jumped-into monster,s but doesn't work 87- attempt_jump tries to kick jumped-into monster,s but doesn't work
53- 1) If you hide, and someone can see you trying to hide, you'll get a 88- 1) If you hide, and someone can see you trying to hide, you'll get a
54 message, even when you can't see that other person. 89 message, even when you can't see that other person.
55- 2) hiding exp is always 1, independant of how difficult it is to hide 90- 2) hiding exp is always 1, independant of how difficult it is to hide
56- 3) jumping into monsters does no damage, even though it's supposed to 91- 3) jumping into monsters does no damage, even though it's supposed to
72allocating id 73 107allocating id 73
73OK 108OK
74set_face 4784 => 73 109set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
76 111
112 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.
113 /*first pass*/
114 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 if (premultpliedTransparency)
117 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
118 else
119 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
120 /*render the object here*/
121
122 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:
123 /*second pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1-a*/
128
129 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:
130 /*third pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(TRUE); /*enable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1*/
135
136

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