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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.27 by elmex, Sat Apr 22 12:14:43 2006 UTC vs.
Revision 1.125 by root, Mon Jun 5 01:22:07 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
12- BUG: when the gauge fontsize changes in client setup the fontsize isn't updated. 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13 it's somehow only updated when the size of the frame changes. (or the size of 12 together with removing query dialog altogether.
14 the labels itself? or their position?) 13- IMPORTANT: statusbox tooltip must not go away on updates
15 propably i'm doing something wrong in CFClient::UI::Frame ? 14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
16- IMPORTANT: stats window looks like shit initially (widget allocation?)
16 17
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- minor: skill list which shows XP and lets u bind stuff
21
22should be solved/investitaged before release:
23- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
24 and add column titles (also for other tables like inventory and bindings)
25- log messages received and commands sent to ~/.crossfire/log.$ip
26- the binding editor should have a append-record mode or something like that
27- rethink message display in lower left corner
28- cairo/win32 looks like shit (premultiplied alpha bug?)
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- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
17- enter runmode when cursor-key repeats 33- enter runmode when cursor-key repeats (maybe not?)
18- mapmap (overview) 34- mapmap (overview) - scroll visible area by clicking/dragging
19 - convetr to real window 35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
20 - draw rectangle around visible area 36- maybe move window managing functionality into toplevel
21 - scroll visible area 37- better window management (graphical feedback)
22 - make size configurable/reesizable 38- the player weight somehow updates strangely when dropping/picking up
23- use real mapmap size in map caching, not hardcoded 250 size 39
40low priority:
41- win32, fow_tetxure sometimes nukes other textures
42 (mostly fixed, but still there: displays list and texture uploads do not go well together)
43- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
44- completer should know more about arguments, e.g. cast summon pet monster,
45 or that some commands do not take arguments ("drop all").
46- textview should not snap to bottom on resize.
47- alt+cursor == diagonal
48- look into extendedmapinfo
24- save only dirty cached maps, and save dirty maps != current map 49- save only dirty cached maps, and save dirty maps != current map
25- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 50- try to synchronize local animation speed with server updates to save on screen refreshes.
26- the stats for the gauges which get into the stats_update function are somehow weird 51- player list from server for tell etc. commands
52- examine etc., should use extendeddrawinfo or sth. similar
53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 54- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
28- message window layout broken (entry too small). 55- performance: use texture collections for upstream server data instead if gobs
29- mesa-rendering of textview shows only garbage and/or another texture 56 of small textures.
30- label needs "expected char width" 57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
31- toplevel should enforce that windows always be partially visible 58 affect neighbouring visible pixels (border bleeding).
32- maybe move window managing functionality into toplevel 59- pango fontsize measure and decrease to achieve real pixel height
33 60
34- disable old socket mode in server 61TEMPORARY SERVER TODO:
35- implement suicide command for server 62- palyer peaceful setting should be independen of game peaceful setting
36- cavehippo wants hashstring to be changed to hash name 63 (i.e. one should be able to become hostile against guards but still
64 be peaceful - the palyer peaceful would be toggled by priests and shown
65 in who, the game peaceful steting would be toggled by the peaceful command
66 but not otherwise shown).
37- pippij wants playerstealing to work between hostile players 67- pippij wants playerstealing to work between hostile players
38- schmorp wants to rework the who output format
39- attempt_jump tries to kick jumped-into monster,s but doesn't work 68- attempt_jump tries to kick jumped-into monster,s but doesn't work
40- 1) If you hide, and someone can see you trying to hide, you'll get a 69- 1) If you hide, and someone can see you trying to hide, you'll get a
41 message, even when you can't see that other person. 70 message, even when you can't see that other person.
42- 2) hiding exp is always 1, independant of how difficult it is to hide 71- 2) hiding exp is always 1, independant of how difficult it is to hide
43- 3) jumping into monsters does no damage, even though it's supposed to 72- 3) jumping into monsters does no damage, even though it's supposed to
44 be an attack (mentioned before). You also get no exp for this 73 be an attack (mentioned before). You also get no exp for this
45- 10) (feature request): bug/typo/idea commands to automatically log 74- 10) (feature request): bug/typo/idea commands to automatically log
46 your comments, with the mentioning of the current map (and perhaps an 75 your comments, with the mentioning of the current map (and perhaps an
47 item, if you do 'bug <item>'). 76 item, if you do 'bug <item>').
48
49"workarounded" but not solved:
50(- IMPORTANT: move widgets to integer coordinates - fix containers!)
51(- pango fontsize measure and decrease to achieve real pixel height)
52 77
53set_face 4783 => 70 78set_face 4783 => 70
54libpng warning: Ignoring gAMA chunk with gamma=0 79libpng warning: Ignoring gAMA chunk with gamma=0
55allocating id 71 80allocating id 71
56OK 81OK
63allocating id 73 88allocating id 73
64OK 89OK
65set_face 4784 => 73 90set_face 4784 => 73
66libpng warning: Ignoring gAMA chunk with gamma=0 91libpng warning: Ignoring gAMA chunk with gamma=0
67 92
93 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.
94 /*first pass*/
95 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
96 glDepthMask(FALSE); /*disable Z buffer*/
97 if (premultpliedTransparency)
98 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
99 else
100 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
101 /*render the object here*/
102
103 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:
104 /*second pass*/
105 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
106 glDepthMask(FALSE); /*disable Z buffer*/
107 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
108 /*render the object with alpha replaced with 1-a*/
109
110 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:
111 /*third pass*/
112 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
113 glDepthMask(TRUE); /*enable Z buffer*/
114 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
115 /*render the object with alpha replaced with 1*/
116
117

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