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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 1.133 by root, Mon Jun 5 21:14:39 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: vidmode change considered harmful
12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13 together with removing query dialog altogether.
14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: bind keys using the completer
17
18- message log/textview flickers on update.
19- binding window and editor layout broken for long recordings
20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
21 (use popups, not buttons)
22- minor: skill list which shows XP and lets u bind stuff
23
24should be solved/investitaged before release:
25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
26 and add column titles (also for other tables like inventory and bindings)
27- log messages received and commands sent to ~/.crossfire/log.$ip
28- the binding editor should have a append-record mode or something like that
29- cairo/win32 looks like shit (premultiplied alpha bug?)
30 (despite horrendous efforts, this is likely not fixable except by building a custom
31 libcairo for win32).
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit)
34- better focus management: put focus onto active windows, remove it again later
35 (mainly to speed up gui interaction when map isn't important).
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37- enter runmode when cursor-key repeats (maybe not?)
38- mapmap (overview) - scroll visible area by clicking/dragging
39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40- maybe move window managing functionality into toplevel
41- better window management (graphical feedback)
42- the player weight somehow updates strangely when dropping/picking up
43
44low priority:
45- sliders do not change size after reconfigure.
46- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
47- investigate fill widget option.
48- win32, fow_tetxure sometimes nukes other textures
49 (mostly fixed, but still there: displays list and texture uploads do not go well together)
50- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
51- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize.
54- alt+cursor == diagonal
55- look into extendedmapinfo
9- save only dirty cached maps, and save dirty maps != current map 56- 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 57- 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 58- player list from server for tell etc. commands
12- IMPORTANT: map scroll darken code does not work 59- examine etc., should use extendeddrawinfo or sth. similar
60- 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 61- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
14- message window layout broken (entry too small). 62- performance: use texture collections for upstream server data instead if gobs
15- mesa-rendering of textview shows only garbage and/or another texture 63 of small textures.
16- IMPORTANT: user interface (window positions etc.) should be saved, but 64- 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 65 affect neighbouring visible pixels (border bleeding).
18 are not resolution-independent) 66- 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 67
29- cavehippo wants hashstring to be changed to hash name 68TEMPORARY SERVER TODO:
69- palyer peaceful setting should be independen of game peaceful setting
70 (i.e. one should be able to become hostile against guards but still
71 be peaceful - the palyer peaceful would be toggled by priests and shown
72 in who, the game peaceful steting would be toggled by the peaceful command
73 but not otherwise shown).
30- pippij wants playerstealing to work between hostile players 74- pippij wants playerstealing to work between hostile players
31- schmorp wants to rework the who output format 75- attempt_jump tries to kick jumped-into monster,s but doesn't work
32 76- 1) If you hide, and someone can see you trying to hide, you'll get a
33"workarounded" but not solved: 77 message, even when you can't see that other person.
34(- IMPORTANT: move widgets to integer coordinates - fix containers!) 78- 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) 79- 3) jumping into monsters does no damage, even though it's supposed to
80 be an attack (mentioned before). You also get no exp for this
81- 10) (feature request): bug/typo/idea commands to automatically log
82 your comments, with the mentioning of the current map (and perhaps an
83 item, if you do 'bug <item>').
36 84
37set_face 4783 => 70 85set_face 4783 => 70
38libpng warning: Ignoring gAMA chunk with gamma=0 86libpng warning: Ignoring gAMA chunk with gamma=0
39allocating id 71 87allocating id 71
40OK 88OK
47allocating id 73 95allocating id 73
48OK 96OK
49set_face 4784 => 73 97set_face 4784 => 73
50libpng warning: Ignoring gAMA chunk with gamma=0 98libpng warning: Ignoring gAMA chunk with gamma=0
51 99
100 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.
101 /*first pass*/
102 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
103 glDepthMask(FALSE); /*disable Z buffer*/
104 if (premultpliedTransparency)
105 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
106 else
107 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
108 /*render the object here*/
109
110 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:
111 /*second pass*/
112 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
113 glDepthMask(FALSE); /*disable Z buffer*/
114 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
115 /*render the object with alpha replaced with 1-a*/
116
117 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:
118 /*third pass*/
119 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
120 glDepthMask(TRUE); /*enable Z buffer*/
121 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
122 /*render the object with alpha replaced with 1*/
123
124

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