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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.46 by root, Mon May 8 20:55:47 2006 UTC vs.
Revision 1.157 by elmex, Tue Jun 13 11:01:04 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: kick elmex for not documenting the bugs here so other people 11- IMPORTANT: recording multiple macros results in only one macro recorded
9 cannot work on them. 12- IMPORTANT: texture reload not working on scaras machine
10- IMPORTANT: inventory update must be incremental (too slow) 13- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
11- IMPORTANT: slider should clip to valid range properly 14- IMPORTANT: gauge size adjustment wreaks havoc
12- IMPORTANT: user interface (window positions etc.) should be saved, but
13 b) widget layout is nontrivial as to not obscure map
14 c) need better way to center map then middle-button, maybe map overview
15 (but updates will be slow UPDATE updates are not at all slow).
16- IMPORTANT: animate faces in inventory etc.
17- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
18- IMPORTANT: verify and correct connection-dependent texture management
19 15
20should be solved/investitaged before release: 16should be solved/investitaged before BETA release:
17- maybe support mb4/mb5 on selected widgets to facilitate scrolling
18 (inventory, spell list, messge log...) => marc
19- add lmb mouse = cast, mmb2 = invoke or so to spell list.
20- maybe open the help viewer on the first start, or a simple dialog that
21 initially lists keybidings for gcfclient converts.
22- binding window and editor layout broken for long recordings
23- minor: skill list which shows XP and lets u bind stuff
24- log messages received and commands sent to ~/.crossfire/log.$ip
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing login with connection refused, then close window) 26 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation
24- enter runmode when cursor-key repeats
25- mapmap (overview) - scroll visible area by clicking/dragging 27- mapmap (overview) - scroll visible area by clicking/dragging
28- maybe move window managing functionality into toplevel: better window management (graphical feedback)
29- the player weight somehow updates strangely when dropping/picking up
30 (update: is this still the case?)
31
32should be solved/investigated before 1.0 release:
33- what happened to the dialog being shown when modifiera are pressed, showing
34 keybindings for this modifier?
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
37- enter runmode when cursor-key repeats (maybe not?)
38- better focus management: put focus onto active windows, remove it again later
39 (mainly to speed up gui interaction when map isn't important).
40- cairo/win32 looks like shit (premultiplied alpha bug?)
41 (despite horrendous efforts, this is likely not fixable except by building a custom
42 libcairo for win32).
43 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
44- the binding editor should have a append-record mode or something like that
45- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
46 and add column titles (also for other tables like inventory and bindings)
47- sliders do not change size after reconfigure.
48- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
49- investigate fill widget option.
50- win32, fow_tetxure sometimes nukes other textures
51 (mostly fixed, but still there: displays list and texture uploads do not go well together)
52- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
53- completer should know more about arguments, e.g. cast summon pet monster,
54 or that some commands do not take arguments ("drop all").
55- textview should not snap to bottom on resize.
56- alt+cursor == diagonal
57- look into extendedmapinfo
26- save only dirty cached maps, and save dirty maps != current map 58- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 59- try to synchronize local animation speed with server updates to save on screen refreshes.
28- mesa-rendering of textview shows only garbage and/or another texture 60- player list from server for tell etc. commands
29- maybe move window managing functionality into toplevel 61- examine etc., should use extendeddrawinfo or sth. similar
30- look into extendeddrawinfo and extendedmapinfo 62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
31- update/check_size should be done at most once/frame/widget.
32
33low priority:
34- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 63- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
35- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
36- performance: use texture collections for upstream server data instead if gobs 64- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 65 of small textures.
38- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 66- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
39 affect neighbouring visible pixels (border bleeding). 67 affect neighbouring visible pixels (border bleeding).
40- pango fontsize measure and decrease to achieve real pixel height 68- pango fontsize measure and decrease to achieve real pixel height
43- palyer peaceful setting should be independen of game peaceful setting 71- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 72 (i.e. one should be able to become hostile against guards but still
45 be peaceful - the palyer peaceful would be toggled by priests and shown 73 be peaceful - the palyer peaceful would be toggled by priests and shown
46 in who, the game peaceful steting would be toggled by the peaceful command 74 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 75 but not otherwise shown).
48- run flawfinder on cf
49- disable old socket mode in server
50- implement suicide command for server
51- cavehippo wants hashstring to be changed to hash name
52- pippij wants playerstealing to work between hostile players 76- pippij wants playerstealing to work between hostile players
53- schmorp wants to rework the who output format
54- attempt_jump tries to kick jumped-into monster,s but doesn't work 77- attempt_jump tries to kick jumped-into monster,s but doesn't work
55- 1) If you hide, and someone can see you trying to hide, you'll get a 78- 1) If you hide, and someone can see you trying to hide, you'll get a
56 message, even when you can't see that other person. 79 message, even when you can't see that other person.
57- 2) hiding exp is always 1, independant of how difficult it is to hide 80- 2) hiding exp is always 1, independant of how difficult it is to hide
58- 3) jumping into monsters does no damage, even though it's supposed to 81- 3) jumping into monsters does no damage, even though it's supposed to
74allocating id 73 97allocating id 73
75OK 98OK
76set_face 4784 => 73 99set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0 100libpng warning: Ignoring gAMA chunk with gamma=0
78 101
102 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.
103 /*first pass*/
104 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/
106 if (premultpliedTransparency)
107 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
108 else
109 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
110 /*render the object here*/
111
112 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:
113 /*second pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1-a*/
118
119 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:
120 /*third pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(TRUE); /*enable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1*/
125
126

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