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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.25 by elmex, Thu Apr 20 16:29:39 2006 UTC vs.
Revision 1.130 by root, Mon Jun 5 05:31:13 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
4- IMPORTANT: map scroll darken code does not work 712:17 <@schmorp> will have to do that for gce too
5- IMPORTANT: user interface (window positions etc.) should be saved, but 812:17 <@schmorp> remind me of it
6 a) switching modes clears/recreates all widgets (has to, as parameters 912:17 <@schmorp> qwhen i next bundle it
7 are not resolution-independent)
8 b) widget layout is nontrivial as to not obscure map
9 c) need better way to center map then middle-button, maybe map overview
10 (but updates will be slow UPDATE updates are not at all slow).
11 10
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
17- message log/textview flickers on update.
18- binding window and editor layout broken for long recordings
19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
20 (use popups, not buttons)
21- minor: skill list which shows XP and lets u bind stuff
22
23should be solved/investitaged before release:
24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
25 and add column titles (also for other tables like inventory and bindings)
26- log messages received and commands sent to ~/.crossfire/log.$ip
27- the binding editor should have a append-record mode or something like that
28- cairo/win32 looks like shit (premultiplied alpha bug?)
29 (despite horrendous efforts, this is likely not fixable except by building a custom
30 libcairo for win32).
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit)
33- better focus management: put focus onto active windows, remove it again later
34 (mainly to speed up gui interaction when map isn't important).
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
12- enter runmode when cursor-key repeats 36- enter runmode when cursor-key repeats (maybe not?)
13- mapmap (overview) 37- mapmap (overview) - scroll visible area by clicking/dragging
14 - convetr to real window 38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
15 - draw rectangle around visible area 39- maybe move window managing functionality into toplevel
16 - scroll visible area 40- better window management (graphical feedback)
17 - make size configurable/reesizable 41- the player weight somehow updates strangely when dropping/picking up
18- use real mapmap size in map caching, not hardcoded 250 size 42
43low priority:
44- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
45- investigate fill widget option.
46- win32, fow_tetxure sometimes nukes other textures
47 (mostly fixed, but still there: displays list and texture uploads do not go well together)
48- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
49- completer should know more about arguments, e.g. cast summon pet monster,
50 or that some commands do not take arguments ("drop all").
51- textview should not snap to bottom on resize.
52- alt+cursor == diagonal
53- look into extendedmapinfo
19- save only dirty cached maps, and save dirty maps != current map 54- save only dirty cached maps, and save dirty maps != current map
20- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 55- try to synchronize local animation speed with server updates to save on screen refreshes.
21- the stats for the gauges which get into the stats_update function are somehow weird 56- player list from server for tell etc. commands
57- examine etc., should use extendeddrawinfo or sth. similar
58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
22- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 59- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
23- message window layout broken (entry too small). 60- performance: use texture collections for upstream server data instead if gobs
24- mesa-rendering of textview shows only garbage and/or another texture 61 of small textures.
25- label needs "expected char width" 62- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
26- toplevel should enforce that windows always be partially visible 63 affect neighbouring visible pixels (border bleeding).
27- maybe move window managing functionality into toplevel 64- pango fontsize measure and decrease to achieve real pixel height
28 65
29- implement suicide command for server 66TEMPORARY SERVER TODO:
30- cavehippo wants hashstring to be changed to hash name 67- palyer peaceful setting should be independen of game peaceful setting
68 (i.e. one should be able to become hostile against guards but still
69 be peaceful - the palyer peaceful would be toggled by priests and shown
70 in who, the game peaceful steting would be toggled by the peaceful command
71 but not otherwise shown).
31- pippij wants playerstealing to work between hostile players 72- pippij wants playerstealing to work between hostile players
32- schmorp wants to rework the who output format
33- attempt_jump tries to kick jumped-into monster,s but doesn't work 73- attempt_jump tries to kick jumped-into monster,s but doesn't work
34- 1) If you hide, and someone can see you trying to hide, you'll get a 74- 1) If you hide, and someone can see you trying to hide, you'll get a
35 message, even when you can't see that other person. 75 message, even when you can't see that other person.
36- 2) hiding exp is always 1, independant of how difficult it is to hide 76- 2) hiding exp is always 1, independant of how difficult it is to hide
37- 3) jumping into monsters does no damage, even though it's supposed to 77- 3) jumping into monsters does no damage, even though it's supposed to
38 be an attack (mentioned before). You also get no exp for this 78 be an attack (mentioned before). You also get no exp for this
39- 10) (feature request): bug/typo/idea commands to automatically log 79- 10) (feature request): bug/typo/idea commands to automatically log
40 your comments, with the mentioning of the current map (and perhaps an 80 your comments, with the mentioning of the current map (and perhaps an
41 item, if you do 'bug <item>'). 81 item, if you do 'bug <item>').
42
43"workarounded" but not solved:
44(- IMPORTANT: move widgets to integer coordinates - fix containers!)
45(- pango fontsize measure and decrease to achieve real pixel height)
46 82
47set_face 4783 => 70 83set_face 4783 => 70
48libpng warning: Ignoring gAMA chunk with gamma=0 84libpng warning: Ignoring gAMA chunk with gamma=0
49allocating id 71 85allocating id 71
50OK 86OK
57allocating id 73 93allocating id 73
58OK 94OK
59set_face 4784 => 73 95set_face 4784 => 73
60libpng warning: Ignoring gAMA chunk with gamma=0 96libpng warning: Ignoring gAMA chunk with gamma=0
61 97
98 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.
99 /*first pass*/
100 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
101 glDepthMask(FALSE); /*disable Z buffer*/
102 if (premultpliedTransparency)
103 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
104 else
105 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
106 /*render the object here*/
107
108 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:
109 /*second pass*/
110 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
113 /*render the object with alpha replaced with 1-a*/
114
115 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:
116 /*third pass*/
117 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
118 glDepthMask(TRUE); /*enable Z buffer*/
119 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
120 /*render the object with alpha replaced with 1*/
121
122

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