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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 1.148 by root, Wed Jun 7 05:48:52 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: 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 16- IMPORTANT: map-clicking is still off-by-one randomly
14 c) need better way to center map then middle-button, maybe map overview 17- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
15 (but updates will be slow UPDATE updates are not at all slow). 18- IMPORTANT: pickup, spell-list etc. try to send commands to the server even when $CONN is not available
16- IMPORTANT: animate faces in inventory etc.
17- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt
18 ein savebed aufzusuchen.
19- IMPORTANT: verify and correct connection-dependent texture management
20 19
21should be solved/investitaged before release: 20should be solved/investitaged before BETA release:
21- maybe support mb4/mb5 on selected widgets to facilitate scrolling
22 (inventory, spell list, messge log...) => marc
23- add lmb mouse = cast, mmb2 = invoke or so to spell list.
24- maybe open the help viewer on the first start, or a simple dialog that
25 initially lists keybidings for gcfclient converts.
26- add a "serve rinfo" setup page that tells you what the server supports
27 and more importantly what it does not support.
28- binding window and editor layout broken for long recordings
29- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
30 (use popups, not buttons)
31- minor: skill list which shows XP and lets u bind stuff
32- adding another notebook page "Debug" that sets debnugging flags might or
33 might not help tracking down bugs in the field?
34- log messages received and commands sent to ~/.crossfire/log.$ip
22- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
23 (after starting, pressing ogin with connection refused, then close window) 36 (after starting, press quit)
24- remove wrap_mode hack from texture and make it a per-texture operation 37- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40 (update: is this still the case?)
41
42should be solved/investigated before 1.0 release:
43- what happened to the dialog being shown when modifiera are pressed, showing
44 keybindings for this modifier?
45- slider e.g. in setup/Spells is not updated when becoming visible
46- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
47- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
25- enter runmode when cursor-key repeats 48- enter runmode when cursor-key repeats (maybe not?)
26- mapmap (overview) 49- better focus management: put focus onto active windows, remove it again later
27 - scroll visible area 50 (mainly to speed up gui interaction when map isn't important).
51- cairo/win32 looks like shit (premultiplied alpha bug?)
52 (despite horrendous efforts, this is likely not fixable except by building a custom
53 libcairo for win32).
54 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
55- the binding editor should have a append-record mode or something like that
56- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
57 and add column titles (also for other tables like inventory and bindings)
58- sliders do not change size after reconfigure.
59- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
60- investigate fill widget option.
61- win32, fow_tetxure sometimes nukes other textures
62 (mostly fixed, but still there: displays list and texture uploads do not go well together)
63- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
64- completer should know more about arguments, e.g. cast summon pet monster,
65 or that some commands do not take arguments ("drop all").
66- textview should not snap to bottom on resize.
67- alt+cursor == diagonal
68- look into extendedmapinfo
28- save only dirty cached maps, and save dirty maps != current map 69- 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 70- 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 71- player list from server for tell etc. commands
31- maybe move window managing functionality into toplevel 72- examine etc., should use extendeddrawinfo or sth. similar
32- look into extendeddrawinfo and extendedmapinfo 73- 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 74- 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 75- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 76 of small textures.
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 77- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 affect neighbouring visible pixels (border bleeding). 78 affect neighbouring visible pixels (border bleeding).
41- pango fontsize measure and decrease to achieve real pixel height 79- pango fontsize measure and decrease to achieve real pixel height
44- palyer peaceful setting should be independen of game peaceful setting 82- palyer peaceful setting should be independen of game peaceful setting
45 (i.e. one should be able to become hostile against guards but still 83 (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 84 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 85 in who, the game peaceful steting would be toggled by the peaceful command
48 but not otherwise shown). 86 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 87- 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 88- 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 89- 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. 90 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 91- 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 92- 3) jumping into monsters does no damage, even though it's supposed to
75allocating id 73 108allocating id 73
76OK 109OK
77set_face 4784 => 73 110set_face 4784 => 73
78libpng warning: Ignoring gAMA chunk with gamma=0 111libpng warning: Ignoring gAMA chunk with gamma=0
79 112
113 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.
114 /*first pass*/
115 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
116 glDepthMask(FALSE); /*disable Z buffer*/
117 if (premultpliedTransparency)
118 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
119 else
120 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
121 /*render the object here*/
122
123 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:
124 /*second pass*/
125 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
126 glDepthMask(FALSE); /*disable Z buffer*/
127 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
128 /*render the object with alpha replaced with 1-a*/
129
130 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:
131 /*third pass*/
132 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
133 glDepthMask(TRUE); /*enable Z buffer*/
134 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
135 /*render the object with alpha replaced with 1*/
136
137

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