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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.21 by root, Tue Apr 18 21:34:02 2006 UTC vs.
Revision 1.185 by elmex, Sun Jul 2 16:25:19 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- IMPIMPIMP-ORA-ANT: history for commandline :) 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: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12 bind action stays open when closing theamcro recorder
13- IMPORTANT: discuss topmost menu, minor issues
14
15should be solved/investitaged before BETA release:
16- floorbox should show currently open container
17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- binding keys is too complicated in the general case => disucss
19- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
20- maybe support mb4/mb5 on selected widgets to facilitate scrolling
21 (inventory, spell list, messge log...) => marc
22- add lmb mouse = cast, mmb2 = invoke or so to spell list.
23- maybe open the help viewer on the first start, or a simple dialog that
24 initially lists keybidings for gcfclient converts.
25- binding window and editor layout broken for long recordings
26- minor: skill list which shows XP and lets u bind stuff
27- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
28 (after starting, press quit)
29- mapmap (overview) - scroll visible area by clicking/dragging
30- maybe move window managing functionality into toplevel: better window management (graphical feedback)
31
32should be solved/investigated before 1.0 release:
33- but fullscreen => minimize (alt-esc) => no way to go back [windows]
34- spell list => scroll down => "Pickup" => scrollbar not updated
35- what happened to the dialog being shown when modifiera are pressed, showing
36 keybindings for this modifier?
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
4- enter runmode when cursor-key repeats 39- enter runmode when cursor-key repeats (maybe not?)
5- mapmap (overview) 40- better focus management: put focus onto active windows, remove it again later
6 - convetr to real window 41 (mainly to speed up gui interaction when map isn't important).
7 - draw rectangle around visible area 42- cairo/win32 looks like shit (premultiplied alpha bug?)
8 - scroll visible area 43 (despite horrendous efforts, this is likely not fixable except by building a custom
9 - make size configurable/reesizable 44 libcairo for win32).
10- use real mapmap size in map caching, not hardcoded 250 size 45 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
46- the binding editor should have a append-record mode or something like that
47- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
48 and add column titles (also for other tables like inventory and bindings)
49- sliders do not change size after reconfigure.
50- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
51- investigate fill widget option.
52- win32, fow_tetxure sometimes nukes other textures
53 (mostly fixed, but still there: displays list and texture uploads do not go well together)
54- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
55- completer should know more about arguments, e.g. cast summon pet monster,
56 or that some commands do not take arguments ("drop all").
57- textview should not snap to bottom on resize.
58- alt+cursor == diagonal
59- look into extendedmapinfo
11- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
12- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 61- try to synchronize local animation speed with server updates to save on screen refreshes.
13- the stats for the gauges which get into the stats_update function are somehow weird 62- player list from server for tell etc. commands
14- IMPORTANT: map scroll darken code does not work 63- examine etc., should use extendeddrawinfo or sth. similar
64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
15- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
16- message window layout broken (entry too small). 66- performance: use texture collections for upstream server data instead if gobs
17- mesa-rendering of textview shows only garbage and/or another texture 67 of small textures.
18- IMPORTANT: user interface (window positions etc.) should be saved, but 68- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
19 a) switching modes clears/recreates all widgets (has to, as parameters 69 affect neighbouring visible pixels (border bleeding).
20 are not resolution-independent) 70- pango fontsize measure and decrease to achieve real pixel height
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24- labels are generally shown too small
25- labels have an extra " " at the end that affects size calculations(?)
26- label needs "expected char width"
27- make font description copy: font size changes hurt A LOT (really?)
28- toplevel should enforce that windows always be partially visible
29- maybe move window managing functionality into toplevel
30 71
31- cavehippo wants hashstring to be changed to hash name 72TEMPORARY SERVER TODO:
73- palyer peaceful setting should be independen of game peaceful setting
74 (i.e. one should be able to become hostile against guards but still
75 be peaceful - the palyer peaceful would be toggled by priests and shown
76 in who, the game peaceful steting would be toggled by the peaceful command
77 but not otherwise shown).
32- pippij wants playerstealing to work between hostile players 78- pippij wants playerstealing to work between hostile players
33- schmorp wants to rework the who output format 79- attempt_jump tries to kick jumped-into monster,s but doesn't work
34 80- 1) If you hide, and someone can see you trying to hide, you'll get a
35"workarounded" but not solved: 81 message, even when you can't see that other person.
36(- IMPORTANT: move widgets to integer coordinates - fix containers!) 82- 2) hiding exp is always 1, independant of how difficult it is to hide
37(- pango fontsize measure and decrease to achieve real pixel height) 83- 3) jumping into monsters does no damage, even though it's supposed to
84 be an attack (mentioned before). You also get no exp for this
85- 10) (feature request): bug/typo/idea commands to automatically log
86 your comments, with the mentioning of the current map (and perhaps an
87 item, if you do 'bug <item>').
38 88
39set_face 4783 => 70 89set_face 4783 => 70
40libpng warning: Ignoring gAMA chunk with gamma=0 90libpng warning: Ignoring gAMA chunk with gamma=0
41allocating id 71 91allocating id 71
42OK 92OK
49allocating id 73 99allocating id 73
50OK 100OK
51set_face 4784 => 73 101set_face 4784 => 73
52libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
53 103
104 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.
105 /*first pass*/
106 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 if (premultpliedTransparency)
109 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
110 else
111 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
112 /*render the object here*/
113
114 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:
115 /*second pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1-a*/
120
121 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:
122 /*third pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(TRUE); /*enable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1*/
127
128

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