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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.44 by root, Sun May 7 21:10:58 2006 UTC vs.
Revision 1.146 by root, Tue Jun 6 08:35:22 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: recording multiple macros results in only one macro recorded
9- IMPORTANT: slider should clip to valid range properly 12- IMPORTANT: texture reload not working on scaras machine
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13- IMPORTANT: pickup ratio not settable?
11 a) switching modes clears/recreates all widgets (has to, as parameters 14- IMPORTANT: tooltips that are near the bottom of the screen should be completely visible.
12 are not resolution-independent) 15- IMPORTANT: history for completer (cursor-up)
13 b) widget layout is nontrivial as to not obscure map 16- IMPORTANT: bind keys using the completer
14 c) need better way to center map then middle-button, maybe map overview 17- IMPORTANT: map-clicking is still off-by-one randomly
15 (but updates will be slow UPDATE updates are not at all slow). 18- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
16- IMPORTANT: animate faces in inventory etc. 19- IMPORTANT: pickup, spell-list etc. try to send commands to the server even when $CONN is not available
17- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt
18 ein savebed aufzusuchen.
19 20
20should be solved/investitaged before release: 21should be solved/investitaged before BETA release:
22- maybe support mb4/mb5 on selected widgets to facilitate scrolling
23 (inventory, spell list, messge log...) => marc
24- add lmb mouse = cast, mmb2 = invoke or so to spell list.
25- maybe open the help viewer on the first start, or a simple dialog that
26 initially lists keybidings for gcfclient converts.
27- add a "serve rinfo" setup page that tells you what the server supports
28 and more importantly what it does not support.
29- message log/textview flickers on update.
30- binding window and editor layout broken for long recordings
31- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
32 (use popups, not buttons)
33- minor: skill list which shows XP and lets u bind stuff
34- adding another notebook page "Debug" that sets debnugging flags might or
35 might not help tracking down bugs in the field?
36- log messages received and commands sent to ~/.crossfire/log.$ip
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing ogin with connection refused, then close window) 38 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation 39- mapmap (overview) - scroll visible area by clicking/dragging
40- maybe move window managing functionality into toplevel: better window management (graphical feedback)
41- the player weight somehow updates strangely when dropping/picking up
42 (update: is this still the case?)
43
44should be solved/investigated before 1.0 release:
45- what happened to the dialog being shown when modifiera are pressed, showing
46 keybindings for this modifier?
47- slider e.g. in setup/Spells is not updated when becoming visible
48- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
49- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
24- enter runmode when cursor-key repeats 50- enter runmode when cursor-key repeats (maybe not?)
25- mapmap (overview) 51- better focus management: put focus onto active windows, remove it again later
26 - scroll visible area 52 (mainly to speed up gui interaction when map isn't important).
53- cairo/win32 looks like shit (premultiplied alpha bug?)
54 (despite horrendous efforts, this is likely not fixable except by building a custom
55 libcairo for win32).
56 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
57- the binding editor should have a append-record mode or something like that
58- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
59 and add column titles (also for other tables like inventory and bindings)
60- sliders do not change size after reconfigure.
61- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
62- investigate fill widget option.
63- win32, fow_tetxure sometimes nukes other textures
64 (mostly fixed, but still there: displays list and texture uploads do not go well together)
65- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
66- completer should know more about arguments, e.g. cast summon pet monster,
67 or that some commands do not take arguments ("drop all").
68- textview should not snap to bottom on resize.
69- alt+cursor == diagonal
70- look into extendedmapinfo
27- save only dirty cached maps, and save dirty maps != current map 71- save only dirty cached maps, and save dirty maps != current map
28- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 72- try to synchronize local animation speed with server updates to save on screen refreshes.
29- mesa-rendering of textview shows only garbage and/or another texture 73- player list from server for tell etc. commands
30- maybe move window managing functionality into toplevel 74- examine etc., should use extendeddrawinfo or sth. similar
31- look into extendeddrawinfo and extendedmapinfo 75- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
32
33low priority:
34- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 76- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
35- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
36- performance: use texture collections for upstream server data instead if gobs 77- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 78 of small textures.
38- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 79- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
39 affect neighbouring visible pixels (border bleeding). 80 affect neighbouring visible pixels (border bleeding).
40- pango fontsize measure and decrease to achieve real pixel height 81- pango fontsize measure and decrease to achieve real pixel height
43- palyer peaceful setting should be independen of game peaceful setting 84- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 85 (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 86 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 87 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 88 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 89- 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 90- 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 91- 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. 92 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 93- 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 94- 3) jumping into monsters does no damage, even though it's supposed to
74allocating id 73 110allocating id 73
75OK 111OK
76set_face 4784 => 73 112set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0 113libpng warning: Ignoring gAMA chunk with gamma=0
78 114
115 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.
116 /*first pass*/
117 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
118 glDepthMask(FALSE); /*disable Z buffer*/
119 if (premultpliedTransparency)
120 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
121 else
122 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
123 /*render the object here*/
124
125 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:
126 /*second pass*/
127 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/
129 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
130 /*render the object with alpha replaced with 1-a*/
131
132 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:
133 /*third pass*/
134 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
135 glDepthMask(TRUE); /*enable Z buffer*/
136 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
137 /*render the object with alpha replaced with 1*/
138
139

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