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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.36 by root, Tue Apr 25 12:14:09 2006 UTC vs.
Revision 1.149 by root, Wed Jun 7 06:28:28 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
11- IMPORTANT: recording multiple macros results in only one macro recorded
12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: pickup ratio not settable?
14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: bind keys using the completer
16- IMPORTANT: map-clicking is still off-by-one randomly
17- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
8 18
9- IMPORTANT: slider should clip to valid range properly 19should be solved/investitaged before BETA release:
10- IMPORTANT: user interface (window positions etc.) should be saved, but 20- maybe support mb4/mb5 on selected widgets to facilitate scrolling
11 a) switching modes clears/recreates all widgets (has to, as parameters 21 (inventory, spell list, messge log...) => marc
12 are not resolution-independent) 22- add lmb mouse = cast, mmb2 = invoke or so to spell list.
13 b) widget layout is nontrivial as to not obscure map 23- maybe open the help viewer on the first start, or a simple dialog that
14 c) need better way to center map then middle-button, maybe map overview 24 initially lists keybidings for gcfclient converts.
15 (but updates will be slow UPDATE updates are not at all slow). 25- add a "serve rinfo" setup page that tells you what the server supports
26 and more importantly what it does not support.
27- binding window and editor layout broken for long recordings
28- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
29 (use popups, not buttons)
30- minor: skill list which shows XP and lets u bind stuff
31- adding another notebook page "Debug" that sets debnugging flags might or
32 might not help tracking down bugs in the field?
33- log messages received and commands sent to ~/.crossfire/log.$ip
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit)
36- mapmap (overview) - scroll visible area by clicking/dragging
37- maybe move window managing functionality into toplevel: better window management (graphical feedback)
38- the player weight somehow updates strangely when dropping/picking up
39 (update: is this still the case?)
16 40
41should be solved/investigated before 1.0 release:
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
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
17- enter runmode when cursor-key repeats 47- enter runmode when cursor-key repeats (maybe not?)
18- mapmap (overview) 48- better focus management: put focus onto active windows, remove it again later
19 - convetr to real window 49 (mainly to speed up gui interaction when map isn't important).
20 - draw rectangle around visible area 50- cairo/win32 looks like shit (premultiplied alpha bug?)
21 - scroll visible area 51 (despite horrendous efforts, this is likely not fixable except by building a custom
22 - make size configurable/reesizable 52 libcairo for win32).
23- use real mapmap size in map caching, not hardcoded 250 size 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
24- save only dirty cached maps, and save dirty maps != current map 68- save only dirty cached maps, and save dirty maps != current map
25- 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.
26- the stats for the gauges which get into the stats_update function are somehow weird 70- player list from server for tell etc. commands
71- examine etc., should use extendeddrawinfo or sth. similar
72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
27- 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
28- message window layout broken (entry too small). 74- performance: use texture collections for upstream server data instead if gobs
29- mesa-rendering of textview shows only garbage and/or another texture 75 of small textures.
30- label needs "expected char width"
31- toplevel should enforce that windows always be partially visible
32- maybe move window managing functionality into toplevel
33- look into extendeddrawinfo and extendedmapinfo
34- add extenstive tooltips to stats window, basically like a manual :) (resistances missing?)
35- 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
36 affect neighbouring visible pixels (border bleeding). 77 affect neighbouring visible pixels (border bleeding).
78- pango fontsize measure and decrease to achieve real pixel height
37 79
38TEMPORARY SERVER TODO: 80TEMPORARY SERVER TODO:
39- palyer peaceful setting should be independen of game peaceful setting 81- palyer peaceful setting should be independen of game peaceful setting
40 (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
41 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
42 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
43 but not otherwise shown). 85 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 86- 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 87- 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 88- 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. 89 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 90- 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 91- 3) jumping into monsters does no damage, even though it's supposed to
55 be an attack (mentioned before). You also get no exp for this 92 be an attack (mentioned before). You also get no exp for this
56- 10) (feature request): bug/typo/idea commands to automatically log 93- 10) (feature request): bug/typo/idea commands to automatically log
57 your comments, with the mentioning of the current map (and perhaps an 94 your comments, with the mentioning of the current map (and perhaps an
58 item, if you do 'bug <item>'). 95 item, if you do 'bug <item>').
59
60"workarounded" but not solved:
61(- IMPORTANT: move widgets to integer coordinates - fix containers!)
62(- pango fontsize measure and decrease to achieve real pixel height)
63 96
64set_face 4783 => 70 97set_face 4783 => 70
65libpng warning: Ignoring gAMA chunk with gamma=0 98libpng warning: Ignoring gAMA chunk with gamma=0
66allocating id 71 99allocating id 71
67OK 100OK
74allocating id 73 107allocating id 73
75OK 108OK
76set_face 4784 => 73 109set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
78 111
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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