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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.13 by root, Sun Apr 16 07:36:22 2006 UTC vs.
Revision 1.161 by elmex, Tue Jun 13 18:14:02 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: gauge size adjustment wreaks havoc
14
15should be solved/investitaged before BETA release:
16- the binding dialog is sometimes behind all windows
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- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, press quit)
26- mapmap (overview) - scroll visible area by clicking/dragging
27- maybe move window managing functionality into toplevel: better window management (graphical feedback)
28- the player weight somehow updates strangely when dropping/picking up
29 (update: is this still the case?)
30
31should be solved/investigated before 1.0 release:
32- what happened to the dialog being shown when modifiera are pressed, showing
33 keybindings for this modifier?
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
36- enter runmode when cursor-key repeats (maybe not?)
37- better focus management: put focus onto active windows, remove it again later
38 (mainly to speed up gui interaction when map isn't important).
39- cairo/win32 looks like shit (premultiplied alpha bug?)
40 (despite horrendous efforts, this is likely not fixable except by building a custom
41 libcairo for win32).
42 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
43- the binding editor should have a append-record mode or something like that
44- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
45 and add column titles (also for other tables like inventory and bindings)
46- sliders do not change size after reconfigure.
47- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
48- investigate fill widget option.
49- win32, fow_tetxure sometimes nukes other textures
50 (mostly fixed, but still there: displays list and texture uploads do not go well together)
51- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
52- completer should know more about arguments, e.g. cast summon pet monster,
53 or that some commands do not take arguments ("drop all").
54- textview should not snap to bottom on resize.
55- alt+cursor == diagonal
56- look into extendedmapinfo
57- save only dirty cached maps, and save dirty maps != current map
58- try to synchronize local animation speed with server updates to save on screen refreshes.
59- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar
61- 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 62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
7- message window layout broken (entry too small). 63- performance: use texture collections for upstream server data instead if gobs
8- mesa-rendering of textview shows only garbage and/or another texture 64 of small textures.
9- IMPORTANT: user interface (window positions etc.) should be saved, but 65- 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 66 affect neighbouring visible pixels (border bleeding).
11 are not resolution-independent) 67- 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 size"
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 68
22- cavehippo wants hashstring to be changed to hash name 69TEMPORARY SERVER TODO:
23 70- palyer peaceful setting should be independen of game peaceful setting
24"workarounded" but not solved: 71 (i.e. one should be able to become hostile against guards but still
25(- IMPORTANT: move widgets to integer coordinates - fix containers!) 72 be peaceful - the palyer peaceful would be toggled by priests and shown
26(- pango fontsize measure and decrease to achieve real pixel height) 73 in who, the game peaceful steting would be toggled by the peaceful command
74 but not otherwise shown).
75- pippij wants playerstealing to work between hostile players
76- attempt_jump tries to kick jumped-into monster,s but doesn't work
77- 1) If you hide, and someone can see you trying to hide, you'll get a
78 message, even when you can't see that other person.
79- 2) hiding exp is always 1, independant of how difficult it is to hide
80- 3) jumping into monsters does no damage, even though it's supposed to
81 be an attack (mentioned before). You also get no exp for this
82- 10) (feature request): bug/typo/idea commands to automatically log
83 your comments, with the mentioning of the current map (and perhaps an
84 item, if you do 'bug <item>').
27 85
28set_face 4783 => 70 86set_face 4783 => 70
29libpng warning: Ignoring gAMA chunk with gamma=0 87libpng warning: Ignoring gAMA chunk with gamma=0
30allocating id 71 88allocating id 71
31OK 89OK
38allocating id 73 96allocating id 73
39OK 97OK
40set_face 4784 => 73 98set_face 4784 => 73
41libpng warning: Ignoring gAMA chunk with gamma=0 99libpng warning: Ignoring gAMA chunk with gamma=0
42 100
101 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.
102 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 if (premultpliedTransparency)
106 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
107 else
108 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
109 /*render the object here*/
110
111 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:
112 /*second pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1-a*/
117
118 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:
119 /*third pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(TRUE); /*enable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1*/
124
125

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