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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.28 by root, Sun Apr 23 04:41:33 2006 UTC vs.
Revision 1.172 by root, Tue Jun 20 08:49:39 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- 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- IMPORTANT: fix pango the "correct" way
12 10
13- BUG: when the gauge fontsize changes in client setup the fontsize isn't updated. 11- IMPORTANT: bind to ke yin complete has no effetc (and should be verbose)
14 it's somehow only updated when the size of the frame changes. (or the size of 12- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
15 the labels itself? or their position?) 13 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
16 propably i'm doing something wrong in CFClient::UI::Frame ? 14- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex)
15- IMPORTANT: recording multiple macros results in only one macro recorded
16- IMPORTANT: texture reload not working on scaras machine (maybe now)
17- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
17 18
19should be solved/investitaged before BETA release:
20- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
21- the binding dialog is sometimes behind all windows
22- maybe support mb4/mb5 on selected widgets to facilitate scrolling
23 (inventory, spell list, messge log...) => marc
24- add lmb mouse = cast, mmb2 = invoke or so to spell list.
25- maybe open the help viewer on the first start, or a simple dialog that
26 initially lists keybidings for gcfclient converts.
27- binding window and editor layout broken for long recordings
28- minor: skill list which shows XP and lets u bind stuff
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, press quit)
31- mapmap (overview) - scroll visible area by clicking/dragging
32- maybe move window managing functionality into toplevel: better window management (graphical feedback)
33- the player weight somehow updates strangely when dropping/picking up
34 (update: is this still the case?)
35
36should be solved/investigated before 1.0 release:
37- what happened to the dialog being shown when modifiera are pressed, showing
38 keybindings for this modifier?
39- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
40- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
18- enter runmode when cursor-key repeats 41- enter runmode when cursor-key repeats (maybe not?)
19- mapmap (overview) 42- better focus management: put focus onto active windows, remove it again later
20 - convetr to real window 43 (mainly to speed up gui interaction when map isn't important).
21 - draw rectangle around visible area 44- cairo/win32 looks like shit (premultiplied alpha bug?)
22 - scroll visible area 45 (despite horrendous efforts, this is likely not fixable except by building a custom
23 - make size configurable/reesizable 46 libcairo for win32).
24- use real mapmap size in map caching, not hardcoded 250 size 47 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
48- the binding editor should have a append-record mode or something like that
49- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
50 and add column titles (also for other tables like inventory and bindings)
51- sliders do not change size after reconfigure.
52- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
53- investigate fill widget option.
54- win32, fow_tetxure sometimes nukes other textures
55 (mostly fixed, but still there: displays list and texture uploads do not go well together)
56- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
57- completer should know more about arguments, e.g. cast summon pet monster,
58 or that some commands do not take arguments ("drop all").
59- textview should not snap to bottom on resize.
60- alt+cursor == diagonal
61- look into extendedmapinfo
25- save only dirty cached maps, and save dirty maps != current map 62- save only dirty cached maps, and save dirty maps != current map
26- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 63- try to synchronize local animation speed with server updates to save on screen refreshes.
27- the stats for the gauges which get into the stats_update function are somehow weird 64- player list from server for tell etc. commands
65- examine etc., should use extendeddrawinfo or sth. similar
66- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
28- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 67- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
29- message window layout broken (entry too small). 68- performance: use texture collections for upstream server data instead if gobs
30- mesa-rendering of textview shows only garbage and/or another texture 69 of small textures.
31- label needs "expected char width" 70- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
32- toplevel should enforce that windows always be partially visible 71 affect neighbouring visible pixels (border bleeding).
33- maybe move window managing functionality into toplevel 72- pango fontsize measure and decrease to achieve real pixel height
34 73
35TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
36- run flawfinder on cf 75- palyer peaceful setting should be independen of game peaceful setting
37- disable old socket mode in server 76 (i.e. one should be able to become hostile against guards but still
38- implement suicide command for server 77 be peaceful - the palyer peaceful would be toggled by priests and shown
39- cavehippo wants hashstring to be changed to hash name 78 in who, the game peaceful steting would be toggled by the peaceful command
79 but not otherwise shown).
40- pippij wants playerstealing to work between hostile players 80- pippij wants playerstealing to work between hostile players
41- schmorp wants to rework the who output format
42- attempt_jump tries to kick jumped-into monster,s but doesn't work 81- attempt_jump tries to kick jumped-into monster,s but doesn't work
43- 1) If you hide, and someone can see you trying to hide, you'll get a 82- 1) If you hide, and someone can see you trying to hide, you'll get a
44 message, even when you can't see that other person. 83 message, even when you can't see that other person.
45- 2) hiding exp is always 1, independant of how difficult it is to hide 84- 2) hiding exp is always 1, independant of how difficult it is to hide
46- 3) jumping into monsters does no damage, even though it's supposed to 85- 3) jumping into monsters does no damage, even though it's supposed to
47 be an attack (mentioned before). You also get no exp for this 86 be an attack (mentioned before). You also get no exp for this
48- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
49 your comments, with the mentioning of the current map (and perhaps an 88 your comments, with the mentioning of the current map (and perhaps an
50 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
51
52"workarounded" but not solved:
53(- IMPORTANT: move widgets to integer coordinates - fix containers!)
54(- pango fontsize measure and decrease to achieve real pixel height)
55 90
56set_face 4783 => 70 91set_face 4783 => 70
57libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
58allocating id 71 93allocating id 71
59OK 94OK
66allocating id 73 101allocating id 73
67OK 102OK
68set_face 4784 => 73 103set_face 4784 => 73
69libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
70 105
106 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.
107 /*first pass*/
108 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
109 glDepthMask(FALSE); /*disable Z buffer*/
110 if (premultpliedTransparency)
111 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
112 else
113 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
114 /*render the object here*/
115
116 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:
117 /*second pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(FALSE); /*disable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1-a*/
122
123 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:
124 /*third pass*/
125 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
126 glDepthMask(TRUE); /*enable Z buffer*/
127 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
128 /*render the object with alpha replaced with 1*/
129
130

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