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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 1.127 by root, Mon Jun 5 02:25:10 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- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 together with removing query dialog altogether.
13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT: history for completer (cursor-up)
15
16- binding window and editor layout broken for long recordings
17- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
18- minor: skill list which shows XP and lets u bind stuff
19
20should be solved/investitaged before release:
21- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
22 and add column titles (also for other tables like inventory and bindings)
23- log messages received and commands sent to ~/.crossfire/log.$ip
24- the binding editor should have a append-record mode or something like that
25- rethink message display in lower left corner
26- cairo/win32 looks like shit (premultiplied alpha bug?)
27 (despite horrendous efforts, this is likely not fixable except by building a custom
28 libcairo for win32).
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, press quit)
31- better focus management: put focus onto active windows, remove it again later
32 (mainly to speed up gui interaction when map isn't important).
33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
34- enter runmode when cursor-key repeats (maybe not?)
35- mapmap (overview) - scroll visible area by clicking/dragging
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
37- maybe move window managing functionality into toplevel
38- better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40
41low priority:
42- win32, fow_tetxure sometimes nukes other textures
43 (mostly fixed, but still there: displays list and texture uploads do not go well together)
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize.
48- alt+cursor == diagonal
49- look into extendedmapinfo
9- save only dirty cached maps, and save dirty maps != current map 50- 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 51- 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 52- player list from server for tell etc. commands
12- IMPORTANT: map scroll darken code does not work 53- examine etc., should use extendeddrawinfo or sth. similar
54- 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 55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
14- message window layout broken (entry too small). 56- performance: use texture collections for upstream server data instead if gobs
15- mesa-rendering of textview shows only garbage and/or another texture 57 of small textures.
16- IMPORTANT: user interface (window positions etc.) should be saved, but 58- 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 59 affect neighbouring visible pixels (border bleeding).
18 are not resolution-independent) 60- 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 61
29- cavehippo wants hashstring to be changed to hash name 62TEMPORARY SERVER TODO:
63- palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown
66 in who, the game peaceful steting would be toggled by the peaceful command
67 but not otherwise shown).
30- pippij wants playerstealing to work between hostile players 68- pippij wants playerstealing to work between hostile players
31- schmorp wants to rework the who output format 69- attempt_jump tries to kick jumped-into monster,s but doesn't work
32 70- 1) If you hide, and someone can see you trying to hide, you'll get a
33"workarounded" but not solved: 71 message, even when you can't see that other person.
34(- IMPORTANT: move widgets to integer coordinates - fix containers!) 72- 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) 73- 3) jumping into monsters does no damage, even though it's supposed to
74 be an attack (mentioned before). You also get no exp for this
75- 10) (feature request): bug/typo/idea commands to automatically log
76 your comments, with the mentioning of the current map (and perhaps an
77 item, if you do 'bug <item>').
36 78
37set_face 4783 => 70 79set_face 4783 => 70
38libpng warning: Ignoring gAMA chunk with gamma=0 80libpng warning: Ignoring gAMA chunk with gamma=0
39allocating id 71 81allocating id 71
40OK 82OK
47allocating id 73 89allocating id 73
48OK 90OK
49set_face 4784 => 73 91set_face 4784 => 73
50libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
51 93
94 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.
95 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/
98 if (premultpliedTransparency)
99 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
100 else
101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102 /*render the object here*/
103
104 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:
105 /*second pass*/
106 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
109 /*render the object with alpha replaced with 1-a*/
110
111 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:
112 /*third pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(TRUE); /*enable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1*/
117
118

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