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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.41 by elmex, Thu Apr 27 08:55:34 2006 UTC vs.
Revision 1.136 by root, Mon Jun 5 21:43:54 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
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
9- IMPORTANT: slider should clip to valid range properly 12 together with removing query dialog altogether.
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
11 a) switching modes clears/recreates all widgets (has to, as parameters 14- IMPORTANT: history for completer (cursor-up)
12 are not resolution-independent) 15- IMPORTANT: bind keys using the completer
13 b) widget layout is nontrivial as to not obscure map
14 c) need better way to center map then middle-button, maybe map overview
15 (but updates will be slow UPDATE updates are not at all slow).
16- IMPORTANT: animate faces in inventory etc.
17 16
18- remove wrap_mode hack from texture and make it a per-texture operation 17should be solved/investitaged before BETA release:
18- put metaserver list into scrolled viewport, move Use button to back,
19 add tooltips, close together with setup dialog or even notebook page
20 becoming invisible.
21- message log/textview flickers on update.
22- binding window and editor layout broken for long recordings
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
24 (use popups, not buttons)
25- minor: skill list which shows XP and lets u bind stuff
26- adding another notebook page "Debug" that sets debnugging flags might or
27 might not help tracking down bugs in the field?
28- log messages received and commands sent to ~/.crossfire/log.$ip
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- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
19- enter runmode when cursor-key repeats 39- enter runmode when cursor-key repeats (maybe not?)
20- mapmap (overview) 40- better focus management: put focus onto active windows, remove it again later
21 - convetr to real window 41 (mainly to speed up gui interaction when map isn't important).
22 - draw rectangle around visible area 42- cairo/win32 looks like shit (premultiplied alpha bug?)
23 - scroll visible area 43 (despite horrendous efforts, this is likely not fixable except by building a custom
24 - make size configurable/reesizable 44 libcairo for win32).
25- use real mapmap size in map caching, not hardcoded 250 size 45 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
46- the binding editor should have a append-record mode or something like that
47- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
48 and add column titles (also for other tables like inventory and bindings)
49- sliders do not change size after reconfigure.
50- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
51- investigate fill widget option.
52- win32, fow_tetxure sometimes nukes other textures
53 (mostly fixed, but still there: displays list and texture uploads do not go well together)
54- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
55- completer should know more about arguments, e.g. cast summon pet monster,
56 or that some commands do not take arguments ("drop all").
57- textview should not snap to bottom on resize.
58- alt+cursor == diagonal
59- look into extendedmapinfo
26- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 61- try to synchronize local animation speed with server updates to save on screen refreshes.
28- the stats for the gauges which get into the stats_update function are somehow weird 62- player list from server for tell etc. commands
63- examine etc., should use extendeddrawinfo or sth. similar
64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
29- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
30- message window layout broken (entry too small).
31- mesa-rendering of textview shows only garbage and/or another texture
32- label needs "expected char width"
33- toplevel should enforce that windows always be partially visible
34- maybe move window managing functionality into toplevel
35- look into extendeddrawinfo and extendedmapinfo
36- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
37- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 67 of small textures.
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 68- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 affect neighbouring visible pixels (border bleeding). 69 affect neighbouring visible pixels (border bleeding).
70- pango fontsize measure and decrease to achieve real pixel height
41 71
42TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
43- palyer peaceful setting should be independen of game peaceful setting 73- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 74 (i.e. one should be able to become hostile against guards but still
45 be peaceful - the palyer peaceful would be toggled by priests and shown 75 be peaceful - the palyer peaceful would be toggled by priests and shown
46 in who, the game peaceful steting would be toggled by the peaceful command 76 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 77 but not otherwise shown).
48- run flawfinder on cf
49- disable old socket mode in server
50- implement suicide command for server
51- cavehippo wants hashstring to be changed to hash name
52- pippij wants playerstealing to work between hostile players 78- pippij wants playerstealing to work between hostile players
53- schmorp wants to rework the who output format
54- attempt_jump tries to kick jumped-into monster,s but doesn't work 79- attempt_jump tries to kick jumped-into monster,s but doesn't work
55- 1) If you hide, and someone can see you trying to hide, you'll get a 80- 1) If you hide, and someone can see you trying to hide, you'll get a
56 message, even when you can't see that other person. 81 message, even when you can't see that other person.
57- 2) hiding exp is always 1, independant of how difficult it is to hide 82- 2) hiding exp is always 1, independant of how difficult it is to hide
58- 3) jumping into monsters does no damage, even though it's supposed to 83- 3) jumping into monsters does no damage, even though it's supposed to
59 be an attack (mentioned before). You also get no exp for this 84 be an attack (mentioned before). You also get no exp for this
60- 10) (feature request): bug/typo/idea commands to automatically log 85- 10) (feature request): bug/typo/idea commands to automatically log
61 your comments, with the mentioning of the current map (and perhaps an 86 your comments, with the mentioning of the current map (and perhaps an
62 item, if you do 'bug <item>'). 87 item, if you do 'bug <item>').
63
64"workarounded" but not solved:
65(- IMPORTANT: move widgets to integer coordinates - fix containers!)
66(- pango fontsize measure and decrease to achieve real pixel height)
67 88
68set_face 4783 => 70 89set_face 4783 => 70
69libpng warning: Ignoring gAMA chunk with gamma=0 90libpng warning: Ignoring gAMA chunk with gamma=0
70allocating id 71 91allocating id 71
71OK 92OK
78allocating id 73 99allocating id 73
79OK 100OK
80set_face 4784 => 73 101set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
82 103
104 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.
105 /*first pass*/
106 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 if (premultpliedTransparency)
109 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
110 else
111 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
112 /*render the object here*/
113
114 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:
115 /*second pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1-a*/
120
121 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:
122 /*third pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(TRUE); /*enable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1*/
127
128

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