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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.17 by root, Mon Apr 17 09:08:54 2006 UTC vs.
Revision 1.145 by root, Tue Jun 6 07:54:01 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
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: tooltips that are near the bottom of the screen should be completely visible.
15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: bind keys using the completer
17- IMPORTANT: map-clicking is still off-by-one randomly
18- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
19- IMPORTANT: pickup, spell-list etc. try to send commands to the server even when $CONN is not available
20
21should be solved/investitaged before BETA release:
22- maybe support mb4/mb5 on selected widgets to facilitate scrolling
23 (inventory, spell list, messge log...) => marc
24- add lmb mouse = cast, mmb2 = invoke or so to spell list.
25- maybe open the help viewer on the first start, or a simple dialog that
26 initially lists keybidings for gcfclient converts.
27- add a "serve rinfo" setup page that tells you what the server supports
28 and more importantly what it does not support.
29- put metaserver list into scrolled viewport, move Use button to back,
30 add tooltips, close together with setup dialog or even notebook page
31 becoming invisible.
32- message log/textview flickers on update.
33- binding window and editor layout broken for long recordings
34- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
35 (use popups, not buttons)
36- minor: skill list which shows XP and lets u bind stuff
37- adding another notebook page "Debug" that sets debnugging flags might or
38 might not help tracking down bugs in the field?
39- log messages received and commands sent to ~/.crossfire/log.$ip
40- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
41 (after starting, press quit)
42- mapmap (overview) - scroll visible area by clicking/dragging
43- maybe move window managing functionality into toplevel: better window management (graphical feedback)
44- the player weight somehow updates strangely when dropping/picking up
45 (update: is this still the case?)
46
47should be solved/investigated before 1.0 release:
48- what happened to the dialog being shown when modifiera are pressed, showing
49 keybindings for this modifier?
50- slider e.g. in setup/Spells is not updated when becoming visible
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
53- enter runmode when cursor-key repeats (maybe not?)
54- better focus management: put focus onto active windows, remove it again later
55 (mainly to speed up gui interaction when map isn't important).
56- cairo/win32 looks like shit (premultiplied alpha bug?)
57 (despite horrendous efforts, this is likely not fixable except by building a custom
58 libcairo for win32).
59 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
60- the binding editor should have a append-record mode or something like that
61- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
62 and add column titles (also for other tables like inventory and bindings)
63- sliders do not change size after reconfigure.
64- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
65- investigate fill widget option.
66- win32, fow_tetxure sometimes nukes other textures
67 (mostly fixed, but still there: displays list and texture uploads do not go well together)
68- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
69- completer should know more about arguments, e.g. cast summon pet monster,
70 or that some commands do not take arguments ("drop all").
71- textview should not snap to bottom on resize.
72- alt+cursor == diagonal
73- look into extendedmapinfo
74- save only dirty cached maps, and save dirty maps != current map
75- try to synchronize local animation speed with server updates to save on screen refreshes.
76- player list from server for tell etc. commands
77- examine etc., should use extendeddrawinfo or sth. similar
78- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
4- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 79- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
5- message window layout broken (entry too small). 80- performance: use texture collections for upstream server data instead if gobs
6- mesa-rendering of textview shows only garbage and/or another texture 81 of small textures.
7- IMPORTANT: user interface (window positions etc.) should be saved, but 82- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
8 a) switching modes clears/recreates all widgets (has to, as parameters 83 affect neighbouring visible pixels (border bleeding).
9 are not resolution-independent) 84- pango fontsize measure and decrease to achieve real pixel height
10 b) widget layout is nontrivial as to not obscure map
11 c) need better way to center map then middle-button, maybe map overview
12 (but updates will be slow UPDATE updates are not at all slow).
13- labels are generally shown too small
14- labels have an extra " " at the end that affects size calculations(?)
15- label needs "expected char width"
16- make font description copy: font size changes hurt A LOT (really?)
17- toplevel should enforce that windows always be partially visible
18- maybe move window managing functionality into toplevel
19 85
20- cavehippo wants hashstring to be changed to hash name 86TEMPORARY SERVER TODO:
87- palyer peaceful setting should be independen of game peaceful setting
88 (i.e. one should be able to become hostile against guards but still
89 be peaceful - the palyer peaceful would be toggled by priests and shown
90 in who, the game peaceful steting would be toggled by the peaceful command
91 but not otherwise shown).
21- pippij wants playerstealing to work between hostile players 92- pippij wants playerstealing to work between hostile players
22- schmorp wants to rework the who output format 93- attempt_jump tries to kick jumped-into monster,s but doesn't work
23 94- 1) If you hide, and someone can see you trying to hide, you'll get a
24"workarounded" but not solved: 95 message, even when you can't see that other person.
25(- IMPORTANT: move widgets to integer coordinates - fix containers!) 96- 2) hiding exp is always 1, independant of how difficult it is to hide
26(- pango fontsize measure and decrease to achieve real pixel height) 97- 3) jumping into monsters does no damage, even though it's supposed to
98 be an attack (mentioned before). You also get no exp for this
99- 10) (feature request): bug/typo/idea commands to automatically log
100 your comments, with the mentioning of the current map (and perhaps an
101 item, if you do 'bug <item>').
27 102
28set_face 4783 => 70 103set_face 4783 => 70
29libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
30allocating id 71 105allocating id 71
31OK 106OK
38allocating id 73 113allocating id 73
39OK 114OK
40set_face 4784 => 73 115set_face 4784 => 73
41libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
42 117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142

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