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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.19 by root, Tue Apr 18 02:04:22 2006 UTC vs.
Revision 1.178 by elmex, Wed Jun 28 10:37:17 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- mapmap (overview) 612:17 <@schmorp> i do list all libs manually for pclient
4 - convetr to real window 712:17 <@schmorp> will have to do that for gce too
5 - draw rectangle around visible area 812:17 <@schmorp> remind me of it
6 - scroll visible area 912:17 <@schmorp> qwhen i next bundle it
7 - make size configurable/reesizable 10
8- use real mapmap size in map caching, not hardcoded 250 size 11- IPORTANT³: server crashes
12>In the ruins of Narcopin lies the tomb of Aljwaf.
13...
14..
15many dangers, great rew<
16- IMPORTANT: running over or pickung up large stacks is etxremely slow.
17- IMPORTANT: bind to key should always be verbose (DONE)
18 (elmex: what is meant by 'verbose' ?)
19 (^ whats being bound to a key, see other, similar, menu entries?)
20- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
21- IMPORTANT: texture reload not working on scaras machine (maybe now)
22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23- IMPORTANT: discuss topmost menu, minor issues
24
25should be solved/investitaged before BETA release:
26- binding keys is too complicated in the general case => disucss
27- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
28- maybe support mb4/mb5 on selected widgets to facilitate scrolling
29 (inventory, spell list, messge log...) => marc
30- add lmb mouse = cast, mmb2 = invoke or so to spell list.
31- maybe open the help viewer on the first start, or a simple dialog that
32 initially lists keybidings for gcfclient converts.
33- binding window and editor layout broken for long recordings
34- minor: skill list which shows XP and lets u bind stuff
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit)
37- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39
40should be solved/investigated before 1.0 release:
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- enter runmode when cursor-key repeats (maybe not?)
47- better focus management: put focus onto active windows, remove it again later
48 (mainly to speed up gui interaction when map isn't important).
49- cairo/win32 looks like shit (premultiplied alpha bug?)
50 (despite horrendous efforts, this is likely not fixable except by building a custom
51 libcairo for win32).
52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- the binding editor should have a append-record mode or something like that
54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
55 and add column titles (also for other tables like inventory and bindings)
56- sliders do not change size after reconfigure.
57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
58- investigate fill widget option.
59- win32, fow_tetxure sometimes nukes other textures
60 (mostly fixed, but still there: displays list and texture uploads do not go well together)
61- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
62- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all").
64- textview should not snap to bottom on resize.
65- alt+cursor == diagonal
66- look into extendedmapinfo
9- save only dirty cached maps, and save dirty maps != current map 67- save only dirty cached maps, and save dirty maps != current map
10- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 68- try to synchronize local animation speed with server updates to save on screen refreshes.
11- the stats for the gauges which get into the stats_update function are somehow weird 69- player list from server for tell etc. commands
12- IMPORTANT: map scroll darken code does not work 70- examine etc., should use extendeddrawinfo or sth. similar
71- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
13- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 72- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
14- message window layout broken (entry too small). 73- performance: use texture collections for upstream server data instead if gobs
15- mesa-rendering of textview shows only garbage and/or another texture 74 of small textures.
16- IMPORTANT: user interface (window positions etc.) should be saved, but 75- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
17 a) switching modes clears/recreates all widgets (has to, as parameters 76 affect neighbouring visible pixels (border bleeding).
18 are not resolution-independent) 77- pango fontsize measure and decrease to achieve real pixel height
19 b) widget layout is nontrivial as to not obscure map
20 c) need better way to center map then middle-button, maybe map overview
21 (but updates will be slow UPDATE updates are not at all slow).
22- labels are generally shown too small
23- labels have an extra " " at the end that affects size calculations(?)
24- label needs "expected char width"
25- make font description copy: font size changes hurt A LOT (really?)
26- toplevel should enforce that windows always be partially visible
27- maybe move window managing functionality into toplevel
28 78
29- cavehippo wants hashstring to be changed to hash name 79TEMPORARY SERVER TODO:
80- palyer peaceful setting should be independen of game peaceful setting
81 (i.e. one should be able to become hostile against guards but still
82 be peaceful - the palyer peaceful would be toggled by priests and shown
83 in who, the game peaceful steting would be toggled by the peaceful command
84 but not otherwise shown).
30- pippij wants playerstealing to work between hostile players 85- pippij wants playerstealing to work between hostile players
31- schmorp wants to rework the who output format 86- attempt_jump tries to kick jumped-into monster,s but doesn't work
32 87- 1) If you hide, and someone can see you trying to hide, you'll get a
33"workarounded" but not solved: 88 message, even when you can't see that other person.
34(- IMPORTANT: move widgets to integer coordinates - fix containers!) 89- 2) hiding exp is always 1, independant of how difficult it is to hide
35(- pango fontsize measure and decrease to achieve real pixel height) 90- 3) jumping into monsters does no damage, even though it's supposed to
91 be an attack (mentioned before). You also get no exp for this
92- 10) (feature request): bug/typo/idea commands to automatically log
93 your comments, with the mentioning of the current map (and perhaps an
94 item, if you do 'bug <item>').
36 95
37set_face 4783 => 70 96set_face 4783 => 70
38libpng warning: Ignoring gAMA chunk with gamma=0 97libpng warning: Ignoring gAMA chunk with gamma=0
39allocating id 71 98allocating id 71
40OK 99OK
47allocating id 73 106allocating id 73
48OK 107OK
49set_face 4784 => 73 108set_face 4784 => 73
50libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
51 110
111 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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

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