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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.18 by elmex, Mon Apr 17 20:29:36 2006 UTC vs.
Revision 1.152 by root, Thu Jun 8 05:35:07 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
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: history for completer (cursor-up)
15- IMPORTANT: bind keys using the completer
16- IMPORTANT: map-clicking is still off-by-one randomly
17- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
18- IMPORTANT: gauge size adjustment wreaks havoc
19
20should be solved/investitaged before BETA release:
21- maybe support mb4/mb5 on selected widgets to facilitate scrolling
22 (inventory, spell list, messge log...) => marc
23- add lmb mouse = cast, mmb2 = invoke or so to spell list.
24- maybe open the help viewer on the first start, or a simple dialog that
25 initially lists keybidings for gcfclient converts.
26- add a "serve rinfo" setup page that tells you what the server supports
27 and more importantly what it does not support.
28- binding window and editor layout broken for long recordings
29- minor: skill list which shows XP and lets u bind stuff
30- adding another notebook page "Debug" that sets debnugging flags might or
31 might not help tracking down bugs in the field?
32- log messages received and commands sent to ~/.crossfire/log.$ip
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit)
35- mapmap (overview) - scroll visible area by clicking/dragging
36- maybe move window managing functionality into toplevel: better window management (graphical feedback)
37- the player weight somehow updates strangely when dropping/picking up
38 (update: is this still the case?)
39
40should be solved/investigated before 1.0 release:
41- what happened to the dialog being shown when modifiera are pressed, showing
42 keybindings for this modifier?
43- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
3- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 44- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
4- the stats for the gauges which get into the stats_update function are somehow weird 45- enter runmode when cursor-key repeats (maybe not?)
5- IMPORTANT: map scroll darken code does not work 46- better focus management: put focus onto active windows, remove it again later
47 (mainly to speed up gui interaction when map isn't important).
48- cairo/win32 looks like shit (premultiplied alpha bug?)
49 (despite horrendous efforts, this is likely not fixable except by building a custom
50 libcairo for win32).
51 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
52- the binding editor should have a append-record mode or something like that
53- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
54 and add column titles (also for other tables like inventory and bindings)
55- sliders do not change size after reconfigure.
56- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
57- investigate fill widget option.
58- win32, fow_tetxure sometimes nukes other textures
59 (mostly fixed, but still there: displays list and texture uploads do not go well together)
60- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
61- completer should know more about arguments, e.g. cast summon pet monster,
62 or that some commands do not take arguments ("drop all").
63- textview should not snap to bottom on resize.
64- alt+cursor == diagonal
65- look into extendedmapinfo
66- save only dirty cached maps, and save dirty maps != current map
67- try to synchronize local animation speed with server updates to save on screen refreshes.
68- player list from server for tell etc. commands
69- examine etc., should use extendeddrawinfo or sth. similar
70- 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 71- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
7- message window layout broken (entry too small). 72- performance: use texture collections for upstream server data instead if gobs
8- mesa-rendering of textview shows only garbage and/or another texture 73 of small textures.
9- IMPORTANT: user interface (window positions etc.) should be saved, but 74- 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 75 affect neighbouring visible pixels (border bleeding).
11 are not resolution-independent) 76- 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 width"
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 77
22- cavehippo wants hashstring to be changed to hash name 78TEMPORARY SERVER TODO:
79- palyer peaceful setting should be independen of game peaceful setting
80 (i.e. one should be able to become hostile against guards but still
81 be peaceful - the palyer peaceful would be toggled by priests and shown
82 in who, the game peaceful steting would be toggled by the peaceful command
83 but not otherwise shown).
23- pippij wants playerstealing to work between hostile players 84- pippij wants playerstealing to work between hostile players
24- schmorp wants to rework the who output format 85- attempt_jump tries to kick jumped-into monster,s but doesn't work
25 86- 1) If you hide, and someone can see you trying to hide, you'll get a
26"workarounded" but not solved: 87 message, even when you can't see that other person.
27(- IMPORTANT: move widgets to integer coordinates - fix containers!) 88- 2) hiding exp is always 1, independant of how difficult it is to hide
28(- pango fontsize measure and decrease to achieve real pixel height) 89- 3) jumping into monsters does no damage, even though it's supposed to
90 be an attack (mentioned before). You also get no exp for this
91- 10) (feature request): bug/typo/idea commands to automatically log
92 your comments, with the mentioning of the current map (and perhaps an
93 item, if you do 'bug <item>').
29 94
30set_face 4783 => 70 95set_face 4783 => 70
31libpng warning: Ignoring gAMA chunk with gamma=0 96libpng warning: Ignoring gAMA chunk with gamma=0
32allocating id 71 97allocating id 71
33OK 98OK
40allocating id 73 105allocating id 73
41OK 106OK
42set_face 4784 => 73 107set_face 4784 => 73
43libpng warning: Ignoring gAMA chunk with gamma=0 108libpng warning: Ignoring gAMA chunk with gamma=0
44 109
110 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.
111 /*first pass*/
112 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
113 glDepthMask(FALSE); /*disable Z buffer*/
114 if (premultpliedTransparency)
115 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
116 else
117 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
118 /*render the object here*/
119
120 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:
121 /*second pass*/
122 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
125 /*render the object with alpha replaced with 1-a*/
126
127 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:
128 /*third pass*/
129 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130 glDepthMask(TRUE); /*enable Z buffer*/
131 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132 /*render the object with alpha replaced with 1*/
133
134

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