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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.49 by root, Fri May 12 15:45:41 2006 UTC vs.
Revision 1.175 by root, Mon Jun 26 21:59:03 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: kick elmex for not documenting the bugs here so other people 11- IPORTANT³: server crashes
12 cannot work on them. 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 13...
14- IMPORTANT: inventory update must be incremental (too slow) 14..
15- IMPORTANT: slider should clip to valid range properly 15many dangers, great rew<
16- IMPORTANT: user interface (window positions etc.) should be saved, but
17 b) widget layout is nontrivial as to not obscure map
18 c) need better way to center map then middle-button, maybe map overview
19 (but updates will be slow UPDATE updates are not at all slow).
20- IMPORTANT: animate faces in inventory etc.
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
22- IMPORTANT: verify and correct connection-dependent texture management
23 16
17
18- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client
19 crashe son every startup.
20- IMPORTANT: running over or pickung up large stacks is etxremely slow.
21- IMPORTANT: bind to key should always be verbose (DONE)
22 (elmex: what is meant by 'verbose' ?)
23 (^ whats being bound to a key, see other, similar, menu entries?)
24- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
25 (documenting as found: the binding window is behind other windows, since it forcefully grabs focus,
26 - it should always be topmost (z => 1000 or so)
27- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
28 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
29- IMPORTANT: texture reload not working on scaras machine (maybe now)
30- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
31- IMPORTANT: discuss topmost menu, minor issues
32
24should be solved/investitaged before release: 33should be solved/investitaged before BETA release:
34- binding keys is too complicated in the general case => disucss
35- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
36- the binding dialog is sometimes behind all windows
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- add lmb mouse = cast, mmb2 = invoke or so to spell list.
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42- binding window and editor layout broken for long recordings
43- minor: skill list which shows XP and lets u bind stuff
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 44- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 45 (after starting, press quit)
27- remove wrap_mode hack from texture and make it a per-texture operation
28- enter runmode when cursor-key repeats
29- mapmap (overview) - scroll visible area by clicking/dragging 46- mapmap (overview) - scroll visible area by clicking/dragging
47- maybe move window managing functionality into toplevel: better window management (graphical feedback)
48- the player weight somehow updates strangely when dropping/picking up
49 (update: is this still the case?)
50
51should be solved/investigated before 1.0 release:
52- spell list => scroll down => "Pickup" => scrollbar not updated
53- what happened to the dialog being shown when modifiera are pressed, showing
54 keybindings for this modifier?
55- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
56- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
57- enter runmode when cursor-key repeats (maybe not?)
58- better focus management: put focus onto active windows, remove it again later
59 (mainly to speed up gui interaction when map isn't important).
60- cairo/win32 looks like shit (premultiplied alpha bug?)
61 (despite horrendous efforts, this is likely not fixable except by building a custom
62 libcairo for win32).
63 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
64- the binding editor should have a append-record mode or something like that
65- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
66 and add column titles (also for other tables like inventory and bindings)
67- sliders do not change size after reconfigure.
68- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
69- investigate fill widget option.
70- win32, fow_tetxure sometimes nukes other textures
71 (mostly fixed, but still there: displays list and texture uploads do not go well together)
72- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
73- completer should know more about arguments, e.g. cast summon pet monster,
74 or that some commands do not take arguments ("drop all").
75- textview should not snap to bottom on resize.
76- alt+cursor == diagonal
77- look into extendedmapinfo
30- save only dirty cached maps, and save dirty maps != current map 78- save only dirty cached maps, and save dirty maps != current map
31- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 79- try to synchronize local animation speed with server updates to save on screen refreshes.
32- mesa-rendering of textview shows only garbage and/or another texture 80- player list from server for tell etc. commands
33- maybe move window managing functionality into toplevel 81- examine etc., should use extendeddrawinfo or sth. similar
34- look into extendeddrawinfo and extendedmapinfo
35- update/check_size should be done at most once/frame/widget.
36
37low priority:
38- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 82- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
39- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 83- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
40- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
41- performance: use texture collections for upstream server data instead if gobs 84- performance: use texture collections for upstream server data instead if gobs
42 of small textures. 85 of small textures.
43- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 86- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
44 affect neighbouring visible pixels (border bleeding). 87 affect neighbouring visible pixels (border bleeding).
45- pango fontsize measure and decrease to achieve real pixel height 88- pango fontsize measure and decrease to achieve real pixel height
49 (i.e. one should be able to become hostile against guards but still 92 (i.e. one should be able to become hostile against guards but still
50 be peaceful - the palyer peaceful would be toggled by priests and shown 93 be peaceful - the palyer peaceful would be toggled by priests and shown
51 in who, the game peaceful steting would be toggled by the peaceful command 94 in who, the game peaceful steting would be toggled by the peaceful command
52 but not otherwise shown). 95 but not otherwise shown).
53- pippij wants playerstealing to work between hostile players 96- pippij wants playerstealing to work between hostile players
54- schmorp wants to rework the who output format
55- attempt_jump tries to kick jumped-into monster,s but doesn't work 97- attempt_jump tries to kick jumped-into monster,s but doesn't work
56- 1) If you hide, and someone can see you trying to hide, you'll get a 98- 1) If you hide, and someone can see you trying to hide, you'll get a
57 message, even when you can't see that other person. 99 message, even when you can't see that other person.
58- 2) hiding exp is always 1, independant of how difficult it is to hide 100- 2) hiding exp is always 1, independant of how difficult it is to hide
59- 3) jumping into monsters does no damage, even though it's supposed to 101- 3) jumping into monsters does no damage, even though it's supposed to
75allocating id 73 117allocating id 73
76OK 118OK
77set_face 4784 => 73 119set_face 4784 => 73
78libpng warning: Ignoring gAMA chunk with gamma=0 120libpng warning: Ignoring gAMA chunk with gamma=0
79 121
122 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.
123 /*first pass*/
124 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 if (premultpliedTransparency)
127 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
128 else
129 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
130 /*render the object here*/
131
132 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:
133 /*second pass*/
134 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
135 glDepthMask(FALSE); /*disable Z buffer*/
136 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
137 /*render the object with alpha replaced with 1-a*/
138
139 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:
140 /*third pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(TRUE); /*enable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1*/
145
146

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