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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.48 by root, Fri May 12 02:08:51 2006 UTC vs.
Revision 1.142 by root, Tue Jun 6 02:55:50 2006 UTC

612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: kick elmex for not documenting the bugs here so other people 11- IMPORTANT: texture reload not working on scaras machine
12 cannot work on them. 12- IMPORTANT: pickup ratio not settable?
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 13- IMPORTANT: More... in floorbox does not do anything yet => toggle inventory.
14- IMPORTANT: inventory update must be incremental (too slow) 14- IMPORTANT: tooltips that are near the bottom of the screen should be completely visible.
15- IMPORTANT: slider should clip to valid range properly 15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: user interface (window positions etc.) should be saved, but 16- IMPORTANT: bind keys using the completer
17 b) widget layout is nontrivial as to not obscure map 17- IMPORTANT: map-clicking is still off-by-one randomly
18 c) need better way to center map then middle-button, maybe map overview
19 (but updates will be slow UPDATE updates are not at all slow).
20- IMPORTANT: animate faces in inventory etc.
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
22- IMPORTANT: verify and correct connection-dependent texture management
23 18
24should be solved/investitaged before release: 19should be solved/investitaged before BETA release:
20- maybe support mb4/mb5 on selected widgets to facilitate scrolling
21 (inventory, spell list, messge log...) => marc
22- add lmb mouse = cast, mmb2 = invoke or so to spell list.
23- maybe open the help viewer on the first start, or a simple dialog that
24 initially lists keybidings for gcfclient converts.
25- add a "serve rinfo" setup page that tells you what the server supports
26 and more importantly what it does not support.
27- put metaserver list into scrolled viewport, move Use button to back,
28 add tooltips, close together with setup dialog or even notebook page
29 becoming invisible.
30- message log/textview flickers on update.
31- binding window and editor layout broken for long recordings
32- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
33 (use popups, not buttons)
34- minor: skill list which shows XP and lets u bind stuff
35- adding another notebook page "Debug" that sets debnugging flags might or
36 might not help tracking down bugs in the field?
37- log messages received and commands sent to ~/.crossfire/log.$ip
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 38- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 39 (after starting, press quit)
27- remove wrap_mode hack from texture and make it a per-texture operation
28- enter runmode when cursor-key repeats
29- mapmap (overview) - scroll visible area by clicking/dragging 40- mapmap (overview) - scroll visible area by clicking/dragging
41- maybe move window managing functionality into toplevel: better window management (graphical feedback)
42- the player weight somehow updates strangely when dropping/picking up
43 (update: is this still the case?)
44
45should be solved/investigated before 1.0 release:
46- slider e.g. in setup/Spells is not updated when becoming visible
47- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
48- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
49- enter runmode when cursor-key repeats (maybe not?)
50- better focus management: put focus onto active windows, remove it again later
51 (mainly to speed up gui interaction when map isn't important).
52- cairo/win32 looks like shit (premultiplied alpha bug?)
53 (despite horrendous efforts, this is likely not fixable except by building a custom
54 libcairo for win32).
55 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
56- the binding editor should have a append-record mode or something like that
57- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
58 and add column titles (also for other tables like inventory and bindings)
59- sliders do not change size after reconfigure.
60- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
61- investigate fill widget option.
62- win32, fow_tetxure sometimes nukes other textures
63 (mostly fixed, but still there: displays list and texture uploads do not go well together)
64- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
65- completer should know more about arguments, e.g. cast summon pet monster,
66 or that some commands do not take arguments ("drop all").
67- textview should not snap to bottom on resize.
68- alt+cursor == diagonal
69- look into extendedmapinfo
30- save only dirty cached maps, and save dirty maps != current map 70- save only dirty cached maps, and save dirty maps != current map
31- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 71- try to synchronize local animation speed with server updates to save on screen refreshes.
32- mesa-rendering of textview shows only garbage and/or another texture 72- player list from server for tell etc. commands
33- maybe move window managing functionality into toplevel 73- examine etc., should use extendeddrawinfo or sth. similar
34- look into extendeddrawinfo and extendedmapinfo 74- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
35- update/check_size should be done at most once/frame/widget.
36
37low priority:
38- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 75- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
39- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
40- performance: use texture collections for upstream server data instead if gobs 76- performance: use texture collections for upstream server data instead if gobs
41 of small textures. 77 of small textures.
42- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 78- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
43 affect neighbouring visible pixels (border bleeding). 79 affect neighbouring visible pixels (border bleeding).
44- pango fontsize measure and decrease to achieve real pixel height 80- pango fontsize measure and decrease to achieve real pixel height
47- palyer peaceful setting should be independen of game peaceful setting 83- palyer peaceful setting should be independen of game peaceful setting
48 (i.e. one should be able to become hostile against guards but still 84 (i.e. one should be able to become hostile against guards but still
49 be peaceful - the palyer peaceful would be toggled by priests and shown 85 be peaceful - the palyer peaceful would be toggled by priests and shown
50 in who, the game peaceful steting would be toggled by the peaceful command 86 in who, the game peaceful steting would be toggled by the peaceful command
51 but not otherwise shown). 87 but not otherwise shown).
52- run flawfinder on cf
53- disable old socket mode in server
54- implement suicide command for server
55- cavehippo wants hashstring to be changed to hash name
56- pippij wants playerstealing to work between hostile players 88- pippij wants playerstealing to work between hostile players
57- schmorp wants to rework the who output format
58- attempt_jump tries to kick jumped-into monster,s but doesn't work 89- attempt_jump tries to kick jumped-into monster,s but doesn't work
59- 1) If you hide, and someone can see you trying to hide, you'll get a 90- 1) If you hide, and someone can see you trying to hide, you'll get a
60 message, even when you can't see that other person. 91 message, even when you can't see that other person.
61- 2) hiding exp is always 1, independant of how difficult it is to hide 92- 2) hiding exp is always 1, independant of how difficult it is to hide
62- 3) jumping into monsters does no damage, even though it's supposed to 93- 3) jumping into monsters does no damage, even though it's supposed to
78allocating id 73 109allocating id 73
79OK 110OK
80set_face 4784 => 73 111set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 112libpng warning: Ignoring gAMA chunk with gamma=0
82 113
114 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.
115 /*first pass*/
116 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 if (premultpliedTransparency)
119 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
120 else
121 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
122 /*render the object here*/
123
124 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:
125 /*second pass*/
126 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
127 glDepthMask(FALSE); /*disable Z buffer*/
128 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
129 /*render the object with alpha replaced with 1-a*/
130
131 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:
132 /*third pass*/
133 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
134 glDepthMask(TRUE); /*enable Z buffer*/
135 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
136 /*render the object with alpha replaced with 1*/
137
138

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