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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.17 by root, Mon Apr 17 09:08:54 2006 UTC vs.
Revision 1.231 by root, Sun Aug 13 18:48:56 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- IMPORTANT: map scroll darken code does not work 612:17 <@schmorp> i do list all libs manually for pclient
4- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 712:17 <@schmorp> will have to do that for gce too
5- message window layout broken (entry too small). 812:17 <@schmorp> remind me of it
6- mesa-rendering of textview shows only garbage and/or another texture 912:17 <@schmorp> qwhen i next bundle it
7- IMPORTANT: user interface (window positions etc.) should be saved, but
8 a) switching modes clears/recreates all widgets (has to, as parameters
9 are not resolution-independent)
10 b) widget layout is nontrivial as to not obscure map
11 c) need better way to center map then middle-button, maybe map overview
12 (but updates will be slow UPDATE updates are not at all slow).
13- labels are generally shown too small
14- labels have an extra " " at the end that affects size calculations(?)
15- label needs "expected char width"
16- make font description copy: font size changes hurt A LOT (really?)
17- toplevel should enforce that windows always be partially visible
18- maybe move window managing functionality into toplevel
19 10
20- cavehippo wants hashstring to be changed to hash name 11- PANGO: create upstream-patch for inclusion into pango
12- SERVER: document ext/mapinfo and cfplus.ext
13- SERVER: memleak like hell: probably event-related?
14- LONG-TERM: party member health etc. status
15- LONG-TERM: map landmark labels
16- LONG-TERM: player on map name
17- LONG-TERM: monster health-bars on map
18
19- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
20- skill book - tooltips with description (schmorp)
21- IMPORTANT: server-protocol/upgrade etc.
22- IMPORTANT: good installation instructions/problem faq.
23
24should be solved/investigated before 1.0 release:
25- when in history "mode", completer cannot access completions at all
26- <tt> not working on windows ?!
27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
28- IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219.
29 ^^^^ when pressing shift-insert
30- offer common options such as use_skill sense xxx etc. in inventory via menu?
31- buttons should support hovering visually
32- notebooks should provide visual feedback (support from button class?)
33- floorbox out-of-screen after resizing (schmorp)
34- identify inventory hover slowness and fix it (schmorp)
35- use more graphical frames/separators to make dialogs more eye-pleasing/clean
36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
37- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
38- playerbook/skills should have sensible tooltips with skill descriptions
39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
40- NPC dialog box should have close button which finishes the dialog
41- mapmap (overview) - scroll visible area by clicking/dragging
42- binding window and editor layout broken for long recordings => use scroller
43- maybe open the help viewer on the first start, or a simple dialog that
44 initially lists keybidings for gcfclient converts.
45- maybe support mb4/mb5 on selected widgets to facilitate scrolling
46 (inventory, spell list, messge log...) => marc
47- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
48- but fullscreen => minimize (alt-esc) => no way to go back [windows]
49- spell list => scroll down => "Pickup" => scrollbar not updated
50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
52- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
53
54post-1.0:
55- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
56 (after starting, press quit)
57- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
59 affect neighbouring visible pixels (border bleeding).
60- examine etc., should use extendeddrawinfo or sth. similar
61- player list from server for tell etc. commands
62- save only dirty cached maps, and save dirty maps != current map
63- look into extendedmapinfo
64- completer should know more about arguments, e.g. cast summon pet monster,
65 or that some commands do not take arguments ("drop all").
66- sliders do not change size after reconfigure.
67- enter runmode when cursor-key repeats (maybe not?)
68- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
69- performance: use texture collections for upstream server data instead if gobs
70 of small textures.
71
72TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
74- palyer peaceful setting should be independen of game peaceful setting
75 (i.e. one should be able to become hostile against guards but still
76 be peaceful - the palyer peaceful would be toggled by priests and shown
77 in who, the game peaceful steting would be toggled by the peaceful command
78 but not otherwise shown).
21- pippij wants playerstealing to work between hostile players 79- pippij wants playerstealing to work between hostile players
22- schmorp wants to rework the who output format 80- attempt_jump tries to kick jumped-into monster,s but doesn't work
81- 1) If you hide, and someone can see you trying to hide, you'll get a
82 message, even when you can't see that other person.
83- 2) hiding exp is always 1, independant of how difficult it is to hide
84- 3) jumping into monsters does no damage, even though it's supposed to
85 be an attack (mentioned before). You also get no exp for this
86- 10) (feature request): bug/typo/idea commands to automatically log
87 your comments, with the mentioning of the current map (and perhaps an
88 item, if you do 'bug <item>').
23 89
24"workarounded" but not solved: 90
25(- IMPORTANT: move widgets to integer coordinates - fix containers!) 91 #TODO#d# display texture cache
26(- pango fontsize measure and decrease to achieve real pixel height) 92 {
93 glEnable GL_TEXTURE_2D;
94 glBindTexture GL_TEXTURE_2D, 41;
95 glColor 1, 1, 1, 1;
96 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
97 glEnable GL_BLEND;
98 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
99 glBegin GL_QUADS;
100 glTexCoord 0,1; glVertex 0,0;
101 glTexCoord 1,1; glVertex 255,0;
102 glTexCoord 1,0; glVertex 255,255;
103 glTexCoord 0,0; glVertex 0,255;
104 glEnd;
105 glDisable GL_BLEND;
106 glDisable GL_TEXTURE_2D;
107 }
27 108
28set_face 4783 => 70 109set_face 4783 => 70
29libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
30allocating id 71 111allocating id 71
31OK 112OK
38allocating id 73 119allocating id 73
39OK 120OK
40set_face 4784 => 73 121set_face 4784 => 73
41libpng warning: Ignoring gAMA chunk with gamma=0 122libpng warning: Ignoring gAMA chunk with gamma=0
42 123
124 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.
125 /*first pass*/
126 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
127 glDepthMask(FALSE); /*disable Z buffer*/
128 if (premultpliedTransparency)
129 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
130 else
131 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
132 /*render the object here*/
133
134 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:
135 /*second pass*/
136 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
137 glDepthMask(FALSE); /*disable Z buffer*/
138 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
139 /*render the object with alpha replaced with 1-a*/
140
141 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:
142 /*third pass*/
143 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
144 glDepthMask(TRUE); /*enable Z buffer*/
145 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
146 /*render the object with alpha replaced with 1*/
147
148

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