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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.36 by root, Tue Apr 25 12:14:09 2006 UTC vs.
Revision 1.251 by root, Wed Dec 13 17:30:02 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 6- ganondorf wants the complete to grow, never shrink
412:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it
7 7
8- ice in /whalingoutpost/misc/castle1
9 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
10- PANGO: create upstream-patch for inclusion into pango
11- SERVER: document ext/mapinfo and cfplus.ext
12- SERVER: memleak like hell: probably event-related? (probably not real)
13- LONG-TERM: party member health etc. status (needs player list, then trivial)
14- LONG-TERM: map landmark labels
15- LONG-TERM: player on map name
8 16
9- IMPORTANT: slider should clip to valid range properly 17- IMPORTANT: stats during item creation == crash? (reported by Grak)
10- IMPORTANT: user interface (window positions etc.) should be saved, but 18- IMPORTANT: server-protocol/upgrade etc.
11 a) switching modes clears/recreates all widgets (has to, as parameters 19- IMPORTANT: good installation instructions/problem faq.
12 are not resolution-independent) 20- IMPORTANT: database creation parameters borked - fix and find upgrad epath
13 b) widget layout is nontrivial as to not obscure map 21- FEATURE: beside the floorbox, have a recent inventory items box
14 c) need better way to center map then middle-button, maybe map overview 22- fix the pod referencing - L<glossary/space> does not get you anywhere.
15 (but updates will be slow UPDATE updates are not at all slow). 23 * possibly look into auto-marking (wiki-style) certain key sequences.
16 24
17- enter runmode when cursor-key repeats 25should be solved/investigated before 1.0 release:
18- mapmap (overview) 26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
19 - convetr to real window 27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
20 - draw rectangle around visible area 28- when in history "mode", completer cannot access completions at all
21 - scroll visible area 29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
22 - make size configurable/reesizable 30- offer common options such as use_skill sense xxx etc. in inventory via menu?
23- use real mapmap size in map caching, not hardcoded 250 size 31- buttons should support hovering visually
24- save only dirty cached maps, and save dirty maps != current map 32- notebooks should provide visual feedback (support from button class?)
25- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 33- floorbox out-of-screen after resizing (schmorp)
26- the stats for the gauges which get into the stats_update function are somehow weird 34- identify inventory hover slowness and fix it (schmorp)
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
28- message window layout broken (entry too small). 36- playerbook/skills should have sensible tooltips with skill descriptions
29- mesa-rendering of textview shows only garbage and/or another texture 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
30- label needs "expected char width" 38- mapmap (overview) - scroll visible area by clicking/dragging
31- toplevel should enforce that windows always be partially visible 39- binding window and editor layout broken for long recordings => use scroller
32- maybe move window managing functionality into toplevel 40- maybe open the help viewer on the first start, or a simple dialog that
33- look into extendeddrawinfo and extendedmapinfo 41 initially lists keybidings for gcfclient converts.
34- add extenstive tooltips to stats window, basically like a manual :) (resistances missing?) 42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- what happened to the dialog being shown when modifiers are pressed, showing
44 keybindings for this modifier?
45
46post-1.0:
47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
48 (after starting, press quit)
49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
35- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 50- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
36 affect neighbouring visible pixels (border bleeding). 51 affect neighbouring visible pixels (border bleeding).
52- examine etc., should use extendeddrawinfo or sth. similar
53- player list from server for tell etc. commands
54- save only dirty cached maps, and save dirty maps != current map
55- look into extendedmapinfo
56- completer should know more about arguments, e.g. cast summon pet monster,
57 or that some commands do not take arguments ("drop all").
58- sliders do not change size after reconfigure.
59- enter runmode when cursor-key repeats (maybe not?)
60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
61- performance: use texture collections for upstream server data instead if gobs
62 of small textures.
63- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
37 64
38TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
39- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
40 (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
41 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
42 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
43 but not otherwise shown). 71 but not otherwise shown).
44- run flawfinder on cf
45- disable old socket mode in server
46- implement suicide command for server
47- cavehippo wants hashstring to be changed to hash name
48- pippij wants playerstealing to work between hostile players
49- schmorp wants to rework the who output format
50- attempt_jump tries to kick jumped-into monster,s but doesn't work 72- attempt_jump tries to kick jumped-into monster,s but doesn't work
51- 1) If you hide, and someone can see you trying to hide, you'll get a 73- 1) If you hide, and someone can see you trying to hide, you'll get a
52 message, even when you can't see that other person. 74 message, even when you can't see that other person.
53- 2) hiding exp is always 1, independant of how difficult it is to hide 75- 2) hiding exp is always 1, independant of how difficult it is to hide
54- 3) jumping into monsters does no damage, even though it's supposed to 76- 3) jumping into monsters does no damage, even though it's supposed to
55 be an attack (mentioned before). You also get no exp for this 77 be an attack (mentioned before). You also get no exp for this
56- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
57 your comments, with the mentioning of the current map (and perhaps an 79 your comments, with the mentioning of the current map (and perhaps an
58 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
59 81
60"workarounded" but not solved:
61(- IMPORTANT: move widgets to integer coordinates - fix containers!)
62(- pango fontsize measure and decrease to achieve real pixel height)
63 82
64set_face 4783 => 70 83 #TODO#d# display texture cache
65libpng warning: Ignoring gAMA chunk with gamma=0 84 {
66allocating id 71 85 glEnable GL_TEXTURE_2D;
67OK 86 glBindTexture GL_TEXTURE_2D, 41;
68set_face 4782 => 71 87 glColor 1, 1, 1, 1;
69libpng warning: Ignoring gAMA chunk with gamma=0 88 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
70allocating id 72 89 glEnable GL_BLEND;
71OK 90 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
72set_face 4781 => 72 91 glBegin GL_QUADS;
73libpng warning: Ignoring gAMA chunk with gamma=0 92 glTexCoord 0,1; glVertex 0,0;
74allocating id 73 93 glTexCoord 1,1; glVertex 255,0;
75OK 94 glTexCoord 1,0; glVertex 255,255;
76set_face 4784 => 73 95 glTexCoord 0,0; glVertex 0,255;
77libpng warning: Ignoring gAMA chunk with gamma=0 96 glEnd;
97 glDisable GL_BLEND;
98 glDisable GL_TEXTURE_2D;
99 }
78 100
101 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.
102 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 if (premultpliedTransparency)
106 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
107 else
108 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
109 /*render the object here*/
110
111 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:
112 /*second pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1-a*/
117
118 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:
119 /*third pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(TRUE); /*enable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1*/
124
125

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