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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 1.147 by root, Tue Jun 6 09:19:27 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 $CONN is not available
17- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt
18 ein savebed aufzusuchen.
19- IMPORTANT: verify and correct connection-dependent texture management
20 20
21should be solved/investitaged before release: 21should be solved/investitaged before BETA release:
22- maybe support mb4/mb5 on selected widgets to facilitate scrolling
23 (inventory, spell list, messge log...) => marc
24- add lmb mouse = cast, mmb2 = invoke or so to spell list.
25- maybe open the help viewer on the first start, or a simple dialog that
26 initially lists keybidings for gcfclient converts.
27- add a "serve rinfo" setup page that tells you what the server supports
28 and more importantly what it does not support.
29- binding window and editor layout broken for long recordings
30- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
31 (use popups, not buttons)
32- minor: skill list which shows XP and lets u bind stuff
33- adding another notebook page "Debug" that sets debnugging flags might or
34 might not help tracking down bugs in the field?
35- log messages received and commands sent to ~/.crossfire/log.$ip
22- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
23 (after starting, pressing ogin with connection refused, then close window) 37 (after starting, press quit)
24- remove wrap_mode hack from texture and make it a per-texture operation 38- mapmap (overview) - scroll visible area by clicking/dragging
39- maybe move window managing functionality into toplevel: better window management (graphical feedback)
40- the player weight somehow updates strangely when dropping/picking up
41 (update: is this still the case?)
42
43should be solved/investigated before 1.0 release:
44- what happened to the dialog being shown when modifiera are pressed, showing
45 keybindings for this modifier?
46- slider e.g. in setup/Spells is not updated when becoming visible
47- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
48- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
25- enter runmode when cursor-key repeats 49- enter runmode when cursor-key repeats (maybe not?)
26- mapmap (overview) 50- better focus management: put focus onto active windows, remove it again later
27 - scroll visible area 51 (mainly to speed up gui interaction when map isn't important).
52- cairo/win32 looks like shit (premultiplied alpha bug?)
53 (despite horrendous efforts, this is likely not fixable except by building a custom
54 libcairo for win32).
55 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
56- the binding editor should have a append-record mode or something like that
57- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
58 and add column titles (also for other tables like inventory and bindings)
59- sliders do not change size after reconfigure.
60- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
61- investigate fill widget option.
62- win32, fow_tetxure sometimes nukes other textures
63 (mostly fixed, but still there: displays list and texture uploads do not go well together)
64- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
65- completer should know more about arguments, e.g. cast summon pet monster,
66 or that some commands do not take arguments ("drop all").
67- textview should not snap to bottom on resize.
68- alt+cursor == diagonal
69- look into extendedmapinfo
28- save only dirty cached maps, and save dirty maps != current map 70- 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 71- try to synchronize local animation speed with server updates to save on screen refreshes.
30- mesa-rendering of textview shows only garbage and/or another texture 72- player list from server for tell etc. commands
31- maybe move window managing functionality into toplevel 73- examine etc., should use extendeddrawinfo or sth. similar
32- look into extendeddrawinfo and extendedmapinfo 74- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
33
34low priority:
35- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 75- 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 76- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 77 of small textures.
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 78- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 affect neighbouring visible pixels (border bleeding). 79 affect neighbouring visible pixels (border bleeding).
41- pango fontsize measure and decrease to achieve real pixel height 80- pango fontsize measure and decrease to achieve real pixel height
44- palyer peaceful setting should be independen of game peaceful setting 83- palyer peaceful setting should be independen of game peaceful setting
45 (i.e. one should be able to become hostile against guards but still 84 (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 85 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 86 in who, the game peaceful steting would be toggled by the peaceful command
48 but not otherwise shown). 87 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 88- 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 89- 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 90- 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. 91 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 92- 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 93- 3) jumping into monsters does no damage, even though it's supposed to
75allocating id 73 109allocating id 73
76OK 110OK
77set_face 4784 => 73 111set_face 4784 => 73
78libpng warning: Ignoring gAMA chunk with gamma=0 112libpng warning: Ignoring gAMA chunk with gamma=0
79 113
114 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.
115 /*first pass*/
116 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/
118 if (premultpliedTransparency)
119 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
120 else
121 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
122 /*render the object here*/
123
124 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:
125 /*second pass*/
126 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
127 glDepthMask(FALSE); /*disable Z buffer*/
128 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
129 /*render the object with alpha replaced with 1-a*/
130
131 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:
132 /*third pass*/
133 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
134 glDepthMask(TRUE); /*enable Z buffer*/
135 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
136 /*render the object with alpha replaced with 1*/
137
138

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