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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.33 by elmex, Mon Apr 24 08:44:23 2006 UTC vs.
Revision 1.150 by root, Wed Jun 7 07:00:30 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: slider should clip to valid range properly 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: user interface (window positions etc.) should be saved, but 712:17 <@schmorp> will have to do that for gce too
5 a) switching modes clears/recreates all widgets (has to, as parameters 812:17 <@schmorp> remind me of it
6 are not resolution-independent) 912:17 <@schmorp> qwhen i next bundle it
7 b) widget layout is nontrivial as to not obscure map
8 c) need better way to center map then middle-button, maybe map overview
9 (but updates will be slow UPDATE updates are not at all slow).
10 10
11- IMPORTANT: recording multiple macros results in only one macro recorded
12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: pickup ratio not settable?
14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: bind keys using the completer
16- IMPORTANT: map-clicking is still off-by-one randomly
17- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
18
19should be solved/investitaged before BETA release:
20- maybe support mb4/mb5 on selected widgets to facilitate scrolling
21 (inventory, spell list, messge log...) => marc
22- add lmb mouse = cast, mmb2 = invoke or so to spell list.
23- maybe open the help viewer on the first start, or a simple dialog that
24 initially lists keybidings for gcfclient converts.
25- add a "serve rinfo" setup page that tells you what the server supports
26 and more importantly what it does not support.
27- binding window and editor layout broken for long recordings
28- minor: skill list which shows XP and lets u bind stuff
29- adding another notebook page "Debug" that sets debnugging flags might or
30 might not help tracking down bugs in the field?
31- log messages received and commands sent to ~/.crossfire/log.$ip
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit)
34- mapmap (overview) - scroll visible area by clicking/dragging
35- maybe move window managing functionality into toplevel: better window management (graphical feedback)
36- the player weight somehow updates strangely when dropping/picking up
37 (update: is this still the case?)
38
39should be solved/investigated before 1.0 release:
40- what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
42- slider e.g. in setup/Spells is not updated when becoming visible
43- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
44- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
11- enter runmode when cursor-key repeats 45- enter runmode when cursor-key repeats (maybe not?)
12- mapmap (overview) 46- better focus management: put focus onto active windows, remove it again later
13 - convetr to real window 47 (mainly to speed up gui interaction when map isn't important).
14 - draw rectangle around visible area 48- cairo/win32 looks like shit (premultiplied alpha bug?)
15 - scroll visible area 49 (despite horrendous efforts, this is likely not fixable except by building a custom
16 - make size configurable/reesizable 50 libcairo for win32).
17- use real mapmap size in map caching, not hardcoded 250 size 51 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
52- the binding editor should have a append-record mode or something like that
53- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
54 and add column titles (also for other tables like inventory and bindings)
55- sliders do not change size after reconfigure.
56- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
57- investigate fill widget option.
58- win32, fow_tetxure sometimes nukes other textures
59 (mostly fixed, but still there: displays list and texture uploads do not go well together)
60- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
61- completer should know more about arguments, e.g. cast summon pet monster,
62 or that some commands do not take arguments ("drop all").
63- textview should not snap to bottom on resize.
64- alt+cursor == diagonal
65- look into extendedmapinfo
18- save only dirty cached maps, and save dirty maps != current map 66- save only dirty cached maps, and save dirty maps != current map
19- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 67- try to synchronize local animation speed with server updates to save on screen refreshes.
20- the stats for the gauges which get into the stats_update function are somehow weird 68- player list from server for tell etc. commands
69- examine etc., should use extendeddrawinfo or sth. similar
70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
21- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 71- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
22- message window layout broken (entry too small). 72- performance: use texture collections for upstream server data instead if gobs
23- mesa-rendering of textview shows only garbage and/or another texture 73 of small textures.
24- label needs "expected char width" 74- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
25- toplevel should enforce that windows always be partially visible 75 affect neighbouring visible pixels (border bleeding).
26- maybe move window managing functionality into toplevel 76- pango fontsize measure and decrease to achieve real pixel height
27- look into extendeddrawinfo and extendedmapinfo
28 77
29TEMPORARY SERVER TODO: 78TEMPORARY SERVER TODO:
30- palyer peaceful setting should be independen of game peaceful setting 79- palyer peaceful setting should be independen of game peaceful setting
31 (i.e. one should be able to become hostile against guards but still 80 (i.e. one should be able to become hostile against guards but still
32 be peaceful - the palyer peaceful would be toggled by priests and shown 81 be peaceful - the palyer peaceful would be toggled by priests and shown
33 in who, the game peaceful steting would be toggled by the peaceful command 82 in who, the game peaceful steting would be toggled by the peaceful command
34 but not otherwise shown). 83 but not otherwise shown).
35- run flawfinder on cf
36- disable old socket mode in server
37- implement suicide command for server
38- cavehippo wants hashstring to be changed to hash name
39- pippij wants playerstealing to work between hostile players 84- pippij wants playerstealing to work between hostile players
40- schmorp wants to rework the who output format
41- attempt_jump tries to kick jumped-into monster,s but doesn't work 85- attempt_jump tries to kick jumped-into monster,s but doesn't work
42- 1) If you hide, and someone can see you trying to hide, you'll get a 86- 1) If you hide, and someone can see you trying to hide, you'll get a
43 message, even when you can't see that other person. 87 message, even when you can't see that other person.
44- 2) hiding exp is always 1, independant of how difficult it is to hide 88- 2) hiding exp is always 1, independant of how difficult it is to hide
45- 3) jumping into monsters does no damage, even though it's supposed to 89- 3) jumping into monsters does no damage, even though it's supposed to
46 be an attack (mentioned before). You also get no exp for this 90 be an attack (mentioned before). You also get no exp for this
47- 10) (feature request): bug/typo/idea commands to automatically log 91- 10) (feature request): bug/typo/idea commands to automatically log
48 your comments, with the mentioning of the current map (and perhaps an 92 your comments, with the mentioning of the current map (and perhaps an
49 item, if you do 'bug <item>'). 93 item, if you do 'bug <item>').
50
51"workarounded" but not solved:
52(- IMPORTANT: move widgets to integer coordinates - fix containers!)
53(- pango fontsize measure and decrease to achieve real pixel height)
54 94
55set_face 4783 => 70 95set_face 4783 => 70
56libpng warning: Ignoring gAMA chunk with gamma=0 96libpng warning: Ignoring gAMA chunk with gamma=0
57allocating id 71 97allocating id 71
58OK 98OK
65allocating id 73 105allocating id 73
66OK 106OK
67set_face 4784 => 73 107set_face 4784 => 73
68libpng warning: Ignoring gAMA chunk with gamma=0 108libpng warning: Ignoring gAMA chunk with gamma=0
69 109
110 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.
111 /*first pass*/
112 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
113 glDepthMask(FALSE); /*disable Z buffer*/
114 if (premultpliedTransparency)
115 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
116 else
117 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
118 /*render the object here*/
119
120 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:
121 /*second pass*/
122 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
125 /*render the object with alpha replaced with 1-a*/
126
127 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:
128 /*third pass*/
129 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130 glDepthMask(TRUE); /*enable Z buffer*/
131 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132 /*render the object with alpha replaced with 1*/
133
134

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