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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.38 by root, Tue Apr 25 13:08:17 2006 UTC vs.
Revision 1.137 by root, Mon Jun 5 21:45:00 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: password-entry dialog (query!) not hidden, should be fixed
12 together with removing query dialog altogether.
13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: bind keys using the completer
8 16
9- IMPORTANT: slider should clip to valid range properly 17should be solved/investitaged before BETA release:
10- IMPORTANT: user interface (window positions etc.) should be saved, but 18- maybe open the help viewer on the first start, or a simple dialog that
11 a) switching modes clears/recreates all widgets (has to, as parameters 19 initially lists keybidings for gcfclient converts.
12 are not resolution-independent) 20- put metaserver list into scrolled viewport, move Use button to back,
13 b) widget layout is nontrivial as to not obscure map 21 add tooltips, close together with setup dialog or even notebook page
14 c) need better way to center map then middle-button, maybe map overview 22 becoming invisible.
15 (but updates will be slow UPDATE updates are not at all slow). 23- message log/textview flickers on update.
24- binding window and editor layout broken for long recordings
25- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
26 (use popups, not buttons)
27- minor: skill list which shows XP and lets u bind stuff
28- adding another notebook page "Debug" that sets debnugging flags might or
29 might not help tracking down bugs in the field?
30- log messages received and commands sent to ~/.crossfire/log.$ip
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit)
33- mapmap (overview) - scroll visible area by clicking/dragging
34- maybe move window managing functionality into toplevel: better window management (graphical feedback)
35- the player weight somehow updates strangely when dropping/picking up
36 (update: is this still the case?)
16 37
17- remove wrap_mode hack from texture and make it a per-texture operation 38should be solved/investigated before 1.0 release:
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).
30- mesa-rendering of textview shows only garbage and/or another texture
31- label needs "expected char width"
32- toplevel should enforce that windows always be partially visible
33- maybe move window managing functionality into toplevel
34- look into extendeddrawinfo and extendedmapinfo
35- add extenstive tooltips to stats window, basically like a manual :) (resistances missing?)
36- performance: use texture collections for upstream server data instead if gobs 68- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 69 of small textures.
38- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 70- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
39 affect neighbouring visible pixels (border bleeding). 71 affect neighbouring visible pixels (border bleeding).
72- pango fontsize measure and decrease to achieve real pixel height
40 73
41TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
42- palyer peaceful setting should be independen of game peaceful setting 75- palyer peaceful setting should be independen of game peaceful setting
43 (i.e. one should be able to become hostile against guards but still 76 (i.e. one should be able to become hostile against guards but still
44 be peaceful - the palyer peaceful would be toggled by priests and shown 77 be peaceful - the palyer peaceful would be toggled by priests and shown
45 in who, the game peaceful steting would be toggled by the peaceful command 78 in who, the game peaceful steting would be toggled by the peaceful command
46 but not otherwise shown). 79 but not otherwise shown).
47- run flawfinder on cf
48- disable old socket mode in server
49- implement suicide command for server
50- cavehippo wants hashstring to be changed to hash name
51- pippij wants playerstealing to work between hostile players 80- pippij wants playerstealing to work between hostile players
52- schmorp wants to rework the who output format
53- 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
54- 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
55 message, even when you can't see that other person. 83 message, even when you can't see that other person.
56- 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
57- 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
58 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
59- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
60 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
61 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
62
63"workarounded" but not solved:
64(- IMPORTANT: move widgets to integer coordinates - fix containers!)
65(- pango fontsize measure and decrease to achieve real pixel height)
66 90
67set_face 4783 => 70 91set_face 4783 => 70
68libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
69allocating id 71 93allocating id 71
70OK 94OK
77allocating id 73 101allocating id 73
78OK 102OK
79set_face 4784 => 73 103set_face 4784 => 73
80libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
81 105
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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