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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.14 by root, Sun Apr 16 17:35:47 2006 UTC vs.
Revision 1.156 by elmex, Tue Jun 13 10:28:36 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- IMPORTANT: map scroll darken code does not work 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: message window entry widget should defocus automatically when invoked 712:17 <@schmorp> will have to do that for gce too
5 from the map widget. 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: bind keys using the completer
14- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
15- IMPORTANT: gauge size adjustment wreaks havoc
16
17should be solved/investitaged before BETA release:
18- maybe support mb4/mb5 on selected widgets to facilitate scrolling
19 (inventory, spell list, messge log...) => marc
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- binding window and editor layout broken for long recordings
24- minor: skill list which shows XP and lets u bind stuff
25- log messages received and commands sent to ~/.crossfire/log.$ip
26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
27 (after starting, press quit)
28- mapmap (overview) - scroll visible area by clicking/dragging
29- maybe move window managing functionality into toplevel: better window management (graphical feedback)
30- the player weight somehow updates strangely when dropping/picking up
31 (update: is this still the case?)
32
33should be solved/investigated before 1.0 release:
34- what happened to the dialog being shown when modifiera are pressed, showing
35 keybindings for this modifier?
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
38- enter runmode when cursor-key repeats (maybe not?)
39- better focus management: put focus onto active windows, remove it again later
40 (mainly to speed up gui interaction when map isn't important).
41- cairo/win32 looks like shit (premultiplied alpha bug?)
42 (despite horrendous efforts, this is likely not fixable except by building a custom
43 libcairo for win32).
44 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
45- the binding editor should have a append-record mode or something like that
46- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
47 and add column titles (also for other tables like inventory and bindings)
48- sliders do not change size after reconfigure.
49- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
50- investigate fill widget option.
51- win32, fow_tetxure sometimes nukes other textures
52 (mostly fixed, but still there: displays list and texture uploads do not go well together)
53- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
54- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all").
56- textview should not snap to bottom on resize.
57- alt+cursor == diagonal
58- look into extendedmapinfo
59- save only dirty cached maps, and save dirty maps != current map
60- try to synchronize local animation speed with server updates to save on screen refreshes.
61- player list from server for tell etc. commands
62- examine etc., should use extendeddrawinfo or sth. similar
63- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
6- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 64- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
7- message window layout broken (entry too small). 65- performance: use texture collections for upstream server data instead if gobs
8- mesa-rendering of textview shows only garbage and/or another texture 66 of small textures.
9- IMPORTANT: user interface (window positions etc.) should be saved, but 67- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
10 a) switching modes clears/recreates all widgets (has to, as parameters 68 affect neighbouring visible pixels (border bleeding).
11 are not resolution-independent) 69- pango fontsize measure and decrease to achieve real pixel height
12 b) widget layout is nontrivial as to not obscure map
13 c) need better way to center map then middle-button, maybe map overview
14 (but updates will be slow UPDATE updates are not at all slow).
15- labels are generally shown too small
16- labels have an extra " " at the end that affects size calculations(?)
17- label needs "expected char width"
18- make font description copy: font size changes hurt A LOT (really?)
19- toplevel should enforce that windows always be partially visible
20- maybe move window managing functionality into toplevel
21 70
22- cavehippo wants hashstring to be changed to hash name 71TEMPORARY SERVER TODO:
23 72- palyer peaceful setting should be independen of game peaceful setting
24"workarounded" but not solved: 73 (i.e. one should be able to become hostile against guards but still
25(- IMPORTANT: move widgets to integer coordinates - fix containers!) 74 be peaceful - the palyer peaceful would be toggled by priests and shown
26(- pango fontsize measure and decrease to achieve real pixel height) 75 in who, the game peaceful steting would be toggled by the peaceful command
76 but not otherwise shown).
77- pippij wants playerstealing to work between hostile players
78- attempt_jump tries to kick jumped-into monster,s but doesn't work
79- 1) If you hide, and someone can see you trying to hide, you'll get a
80 message, even when you can't see that other person.
81- 2) hiding exp is always 1, independant of how difficult it is to hide
82- 3) jumping into monsters does no damage, even though it's supposed to
83 be an attack (mentioned before). You also get no exp for this
84- 10) (feature request): bug/typo/idea commands to automatically log
85 your comments, with the mentioning of the current map (and perhaps an
86 item, if you do 'bug <item>').
27 87
28set_face 4783 => 70 88set_face 4783 => 70
29libpng warning: Ignoring gAMA chunk with gamma=0 89libpng warning: Ignoring gAMA chunk with gamma=0
30allocating id 71 90allocating id 71
31OK 91OK
38allocating id 73 98allocating id 73
39OK 99OK
40set_face 4784 => 73 100set_face 4784 => 73
41libpng warning: Ignoring gAMA chunk with gamma=0 101libpng warning: Ignoring gAMA chunk with gamma=0
42 102
103 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.
104 /*first pass*/
105 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
106 glDepthMask(FALSE); /*disable Z buffer*/
107 if (premultpliedTransparency)
108 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
109 else
110 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
111 /*render the object here*/
112
113 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:
114 /*second pass*/
115 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
116 glDepthMask(FALSE); /*disable Z buffer*/
117 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
118 /*render the object with alpha replaced with 1-a*/
119
120 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:
121 /*third pass*/
122 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
123 glDepthMask(TRUE); /*enable Z buffer*/
124 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
125 /*render the object with alpha replaced with 1*/
126
127

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