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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.23 by root, Wed Apr 19 23:37:48 2006 UTC vs.
Revision 1.151 by root, Wed Jun 7 07:01:36 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- IMPIMPIMP-ORA-ANT: history for commandline :) 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
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
18
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- binding window and editor layout broken for long recordings
28- minor: skill list which shows XP and lets u bind stuff
29- adding another notebook page "Debug" that sets debnugging flags might or
30 might not help tracking down bugs in the field?
31- log messages received and commands sent to ~/.crossfire/log.$ip
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit)
34- mapmap (overview) - scroll visible area by clicking/dragging
35- maybe move window managing functionality into toplevel: better window management (graphical feedback)
36- the player weight somehow updates strangely when dropping/picking up
37 (update: is this still the case?)
38
39should be solved/investigated before 1.0 release:
40- what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
4- enter runmode when cursor-key repeats 44- enter runmode when cursor-key repeats (maybe not?)
5- mapmap (overview) 45- better focus management: put focus onto active windows, remove it again later
6 - convetr to real window 46 (mainly to speed up gui interaction when map isn't important).
7 - draw rectangle around visible area 47- cairo/win32 looks like shit (premultiplied alpha bug?)
8 - scroll visible area 48 (despite horrendous efforts, this is likely not fixable except by building a custom
9 - make size configurable/reesizable 49 libcairo for win32).
10- use real mapmap size in map caching, not hardcoded 250 size 50 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
51- the binding editor should have a append-record mode or something like that
52- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
53 and add column titles (also for other tables like inventory and bindings)
54- sliders do not change size after reconfigure.
55- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
56- investigate fill widget option.
57- win32, fow_tetxure sometimes nukes other textures
58 (mostly fixed, but still there: displays list and texture uploads do not go well together)
59- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
60- completer should know more about arguments, e.g. cast summon pet monster,
61 or that some commands do not take arguments ("drop all").
62- textview should not snap to bottom on resize.
63- alt+cursor == diagonal
64- look into extendedmapinfo
11- save only dirty cached maps, and save dirty maps != current map 65- save only dirty cached maps, and save dirty maps != current map
12- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 66- try to synchronize local animation speed with server updates to save on screen refreshes.
13- the stats for the gauges which get into the stats_update function are somehow weird 67- player list from server for tell etc. commands
14- IMPORTANT: map scroll darken code does not work 68- examine etc., should use extendeddrawinfo or sth. similar
69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
15- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 70- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
16- message window layout broken (entry too small). 71- performance: use texture collections for upstream server data instead if gobs
17- mesa-rendering of textview shows only garbage and/or another texture 72 of small textures.
18- IMPORTANT: user interface (window positions etc.) should be saved, but 73- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
19 a) switching modes clears/recreates all widgets (has to, as parameters 74 affect neighbouring visible pixels (border bleeding).
20 are not resolution-independent) 75- pango fontsize measure and decrease to achieve real pixel height
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24- label needs "expected char width"
25- toplevel should enforce that windows always be partially visible
26- maybe move window managing functionality into toplevel
27 76
28- implement suicide command for server 77TEMPORARY SERVER TODO:
29- cavehippo wants hashstring to be changed to hash name 78- palyer peaceful setting should be independen of game peaceful setting
79 (i.e. one should be able to become hostile against guards but still
80 be peaceful - the palyer peaceful would be toggled by priests and shown
81 in who, the game peaceful steting would be toggled by the peaceful command
82 but not otherwise shown).
30- pippij wants playerstealing to work between hostile players 83- pippij wants playerstealing to work between hostile players
31- schmorp wants to rework the who output format
32- attempt_jump tries to kick jumped-into monster,s but doesn't work 84- attempt_jump tries to kick jumped-into monster,s but doesn't work
33 85- 1) If you hide, and someone can see you trying to hide, you'll get a
34"workarounded" but not solved: 86 message, even when you can't see that other person.
35(- IMPORTANT: move widgets to integer coordinates - fix containers!) 87- 2) hiding exp is always 1, independant of how difficult it is to hide
36(- pango fontsize measure and decrease to achieve real pixel height) 88- 3) jumping into monsters does no damage, even though it's supposed to
89 be an attack (mentioned before). You also get no exp for this
90- 10) (feature request): bug/typo/idea commands to automatically log
91 your comments, with the mentioning of the current map (and perhaps an
92 item, if you do 'bug <item>').
37 93
38set_face 4783 => 70 94set_face 4783 => 70
39libpng warning: Ignoring gAMA chunk with gamma=0 95libpng warning: Ignoring gAMA chunk with gamma=0
40allocating id 71 96allocating id 71
41OK 97OK
48allocating id 73 104allocating id 73
49OK 105OK
50set_face 4784 => 73 106set_face 4784 => 73
51libpng warning: Ignoring gAMA chunk with gamma=0 107libpng warning: Ignoring gAMA chunk with gamma=0
52 108
109 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.
110 /*first pass*/
111 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 if (premultpliedTransparency)
114 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
115 else
116 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
117 /*render the object here*/
118
119 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:
120 /*second pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1-a*/
125
126 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:
127 /*third pass*/
128 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
129 glDepthMask(TRUE); /*enable Z buffer*/
130 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
131 /*render the object with alpha replaced with 1*/
132
133

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