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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.45 by root, Mon May 8 17:23:06 2006 UTC vs.
Revision 1.130 by root, Mon Jun 5 05:31:13 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: vidmode change considered harmful
9- IMPORTANT: slider should clip to valid range properly 12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13 together with removing query dialog altogether.
11 a) switching modes clears/recreates all widgets (has to, as parameters 14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
12 are not resolution-independent) 15- IMPORTANT: history for completer (cursor-up)
13 b) widget layout is nontrivial as to not obscure map 16
14 c) need better way to center map then middle-button, maybe map overview 17- message log/textview flickers on update.
15 (but updates will be slow UPDATE updates are not at all slow). 18- binding window and editor layout broken for long recordings
16- IMPORTANT: animate faces in inventory etc. 19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
17- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt 20 (use popups, not buttons)
18 ein savebed aufzusuchen. 21- minor: skill list which shows XP and lets u bind stuff
19- IMPORTANT: verify and correct connection-dependent texture management
20 22
21should be solved/investitaged before release: 23should be solved/investitaged before release:
24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
25 and add column titles (also for other tables like inventory and bindings)
26- log messages received and commands sent to ~/.crossfire/log.$ip
27- the binding editor should have a append-record mode or something like that
28- cairo/win32 looks like shit (premultiplied alpha bug?)
29 (despite horrendous efforts, this is likely not fixable except by building a custom
30 libcairo for win32).
22- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
23 (after starting, pressing ogin with connection refused, then close window) 32 (after starting, press quit)
24- remove wrap_mode hack from texture and make it a per-texture operation 33- better focus management: put focus onto active windows, remove it again later
34 (mainly to speed up gui interaction when map isn't important).
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
25- enter runmode when cursor-key repeats 36- enter runmode when cursor-key repeats (maybe not?)
26- mapmap (overview) 37- mapmap (overview) - scroll visible area by clicking/dragging
27 - scroll visible area
28- save only dirty cached maps, and save dirty maps != current map
29- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
30- mesa-rendering of textview shows only garbage and/or another texture
31- maybe move window managing functionality into toplevel 39- maybe move window managing functionality into toplevel
32- look into extendeddrawinfo and extendedmapinfo 40- better window management (graphical feedback)
41- the player weight somehow updates strangely when dropping/picking up
33 42
34low priority: 43low priority:
44- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
45- investigate fill widget option.
46- win32, fow_tetxure sometimes nukes other textures
47 (mostly fixed, but still there: displays list and texture uploads do not go well together)
48- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
49- completer should know more about arguments, e.g. cast summon pet monster,
50 or that some commands do not take arguments ("drop all").
51- textview should not snap to bottom on resize.
52- alt+cursor == diagonal
53- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map
55- try to synchronize local animation speed with server updates to save on screen refreshes.
56- player list from server for tell etc. commands
57- examine etc., should use extendeddrawinfo or sth. similar
58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
35- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 59- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
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 60- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 61 of small textures.
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 62- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 affect neighbouring visible pixels (border bleeding). 63 affect neighbouring visible pixels (border bleeding).
41- pango fontsize measure and decrease to achieve real pixel height 64- pango fontsize measure and decrease to achieve real pixel height
44- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
45 (i.e. one should be able to become hostile against guards but still 68 (i.e. one should be able to become hostile against guards but still
46 be peaceful - the palyer peaceful would be toggled by priests and shown 69 be peaceful - the palyer peaceful would be toggled by priests and shown
47 in who, the game peaceful steting would be toggled by the peaceful command 70 in who, the game peaceful steting would be toggled by the peaceful command
48 but not otherwise shown). 71 but not otherwise shown).
49- run flawfinder on cf
50- disable old socket mode in server
51- implement suicide command for server
52- cavehippo wants hashstring to be changed to hash name
53- pippij wants playerstealing to work between hostile players 72- pippij wants playerstealing to work between hostile players
54- schmorp wants to rework the who output format
55- attempt_jump tries to kick jumped-into monster,s but doesn't work 73- attempt_jump tries to kick jumped-into monster,s but doesn't work
56- 1) If you hide, and someone can see you trying to hide, you'll get a 74- 1) If you hide, and someone can see you trying to hide, you'll get a
57 message, even when you can't see that other person. 75 message, even when you can't see that other person.
58- 2) hiding exp is always 1, independant of how difficult it is to hide 76- 2) hiding exp is always 1, independant of how difficult it is to hide
59- 3) jumping into monsters does no damage, even though it's supposed to 77- 3) jumping into monsters does no damage, even though it's supposed to
75allocating id 73 93allocating id 73
76OK 94OK
77set_face 4784 => 73 95set_face 4784 => 73
78libpng warning: Ignoring gAMA chunk with gamma=0 96libpng warning: Ignoring gAMA chunk with gamma=0
79 97
98 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.
99 /*first pass*/
100 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
101 glDepthMask(FALSE); /*disable Z buffer*/
102 if (premultpliedTransparency)
103 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
104 else
105 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
106 /*render the object here*/
107
108 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:
109 /*second pass*/
110 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
113 /*render the object with alpha replaced with 1-a*/
114
115 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:
116 /*third pass*/
117 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
118 glDepthMask(TRUE); /*enable Z buffer*/
119 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
120 /*render the object with alpha replaced with 1*/
121
122

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