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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.35 by root, Mon Apr 24 11:54:25 2006 UTC vs.
Revision 1.154 by root, Sat Jun 10 02:22:33 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
312:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
412:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
7 10
11- IMPORTANT: spell list not cleared on connection loss
12- IMPORTANT: recording multiple macros results in only one macro recorded
13- IMPORTANT: texture reload not working on scaras machine
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- IMPORTANT: gauge size adjustment wreaks havoc
19- IMPORTANT: (almost) all dialogs need some close button or better window frame icon
8 20
9- IMPORTANT: slider should clip to valid range properly 21should be solved/investitaged before BETA release:
10- IMPORTANT: user interface (window positions etc.) should be saved, but 22- maybe support mb4/mb5 on selected widgets to facilitate scrolling
11 a) switching modes clears/recreates all widgets (has to, as parameters 23 (inventory, spell list, messge log...) => marc
12 are not resolution-independent) 24- add lmb mouse = cast, mmb2 = invoke or so to spell list.
13 b) widget layout is nontrivial as to not obscure map 25- maybe open the help viewer on the first start, or a simple dialog that
14 c) need better way to center map then middle-button, maybe map overview 26 initially lists keybidings for gcfclient converts.
15 (but updates will be slow UPDATE updates are not at all slow). 27- add a "serve rinfo" setup page that tells you what the server supports
28 and more importantly what it does not support.
29- binding window and editor layout broken for long recordings
30- minor: skill list which shows XP and lets u bind stuff
31- adding another notebook page "Debug" that sets debnugging flags might or
32 might not help tracking down bugs in the field?
33- log messages received and commands sent to ~/.crossfire/log.$ip
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit)
36- mapmap (overview) - scroll visible area by clicking/dragging
37- maybe move window managing functionality into toplevel: better window management (graphical feedback)
38- the player weight somehow updates strangely when dropping/picking up
39 (update: is this still the case?)
16 40
41should be solved/investigated before 1.0 release:
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
17- enter runmode when cursor-key repeats 46- enter runmode when cursor-key repeats (maybe not?)
18- mapmap (overview) 47- better focus management: put focus onto active windows, remove it again later
19 - convetr to real window 48 (mainly to speed up gui interaction when map isn't important).
20 - draw rectangle around visible area 49- cairo/win32 looks like shit (premultiplied alpha bug?)
21 - scroll visible area 50 (despite horrendous efforts, this is likely not fixable except by building a custom
22 - make size configurable/reesizable 51 libcairo for win32).
23- use real mapmap size in map caching, not hardcoded 250 size 52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- the binding editor should have a append-record mode or something like that
54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
55 and add column titles (also for other tables like inventory and bindings)
56- sliders do not change size after reconfigure.
57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
58- investigate fill widget option.
59- win32, fow_tetxure sometimes nukes other textures
60 (mostly fixed, but still there: displays list and texture uploads do not go well together)
61- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
62- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all").
64- textview should not snap to bottom on resize.
65- alt+cursor == diagonal
66- look into extendedmapinfo
24- save only dirty cached maps, and save dirty maps != current map 67- 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 68- 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 69- player list from server for tell etc. commands
70- examine etc., should use extendeddrawinfo or sth. similar
71- 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 72- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
28- message window layout broken (entry too small). 73- performance: use texture collections for upstream server data instead if gobs
29- mesa-rendering of textview shows only garbage and/or another texture 74 of small textures.
30- label needs "expected char width" 75- 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 76 affect neighbouring visible pixels (border bleeding).
32- maybe move window managing functionality into toplevel 77- pango fontsize measure and decrease to achieve real pixel height
33- look into extendeddrawinfo and extendedmapinfo
34- add extenstive tooltips to stats window, basically like a manual :)
35 78
36TEMPORARY SERVER TODO: 79TEMPORARY SERVER TODO:
37- palyer peaceful setting should be independen of game peaceful setting 80- palyer peaceful setting should be independen of game peaceful setting
38 (i.e. one should be able to become hostile against guards but still 81 (i.e. one should be able to become hostile against guards but still
39 be peaceful - the palyer peaceful would be toggled by priests and shown 82 be peaceful - the palyer peaceful would be toggled by priests and shown
40 in who, the game peaceful steting would be toggled by the peaceful command 83 in who, the game peaceful steting would be toggled by the peaceful command
41 but not otherwise shown). 84 but not otherwise shown).
42- run flawfinder on cf
43- disable old socket mode in server
44- implement suicide command for server
45- cavehippo wants hashstring to be changed to hash name
46- pippij wants playerstealing to work between hostile players 85- pippij wants playerstealing to work between hostile players
47- schmorp wants to rework the who output format
48- attempt_jump tries to kick jumped-into monster,s but doesn't work 86- attempt_jump tries to kick jumped-into monster,s but doesn't work
49- 1) If you hide, and someone can see you trying to hide, you'll get a 87- 1) If you hide, and someone can see you trying to hide, you'll get a
50 message, even when you can't see that other person. 88 message, even when you can't see that other person.
51- 2) hiding exp is always 1, independant of how difficult it is to hide 89- 2) hiding exp is always 1, independant of how difficult it is to hide
52- 3) jumping into monsters does no damage, even though it's supposed to 90- 3) jumping into monsters does no damage, even though it's supposed to
53 be an attack (mentioned before). You also get no exp for this 91 be an attack (mentioned before). You also get no exp for this
54- 10) (feature request): bug/typo/idea commands to automatically log 92- 10) (feature request): bug/typo/idea commands to automatically log
55 your comments, with the mentioning of the current map (and perhaps an 93 your comments, with the mentioning of the current map (and perhaps an
56 item, if you do 'bug <item>'). 94 item, if you do 'bug <item>').
57
58"workarounded" but not solved:
59(- IMPORTANT: move widgets to integer coordinates - fix containers!)
60(- pango fontsize measure and decrease to achieve real pixel height)
61 95
62set_face 4783 => 70 96set_face 4783 => 70
63libpng warning: Ignoring gAMA chunk with gamma=0 97libpng warning: Ignoring gAMA chunk with gamma=0
64allocating id 71 98allocating id 71
65OK 99OK
72allocating id 73 106allocating id 73
73OK 107OK
74set_face 4784 => 73 108set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
76 110
111 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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

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