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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.28 by root, Sun Apr 23 04:41:33 2006 UTC vs.
Revision 1.264 by root, Wed Aug 22 21:40:43 2007 UTC

1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html
3
4macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
1http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 6http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
2 7
3- IMPIMPIMP-ORA-ANT: history for commandline :) 8- improve smoothing implementation to be cleaner and more efficient.
4- IMPORTANT: map scroll darken code does not work
5- IMPORTANT: user interface (window positions etc.) should be saved, but
6 a) switching modes clears/recreates all widgets (has to, as parameters
7 are not resolution-independent)
8 b) widget layout is nontrivial as to not obscure map
9 c) need better way to center map then middle-button, maybe map overview
10 (but updates will be slow UPDATE updates are not at all slow).
11- IMPORTANT: fix pango the "correct" way
12 9
13- BUG: when the gauge fontsize changes in client setup the fontsize isn't updated. 10- automccompleter should vanish when its losing focus
14 it's somehow only updated when the size of the frame changes. (or the size of 11- allow inventory window to be stacked vertically, maybe?
15 the labels itself? or their position?) 12- ganondorf wants the completer to grow, never shrink
16 propably i'm doing something wrong in CFClient::UI::Frame ? 13- keypad-enter does not do the same as return in text entries
17 14
15- ice in /whalingoutpost/misc/castle1
16 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
17- PANGO: create upstream-patch for inclusion into pango
18- SERVER: document ext/mapinfo and cfplus.ext
19- SERVER: memleak like hell: probably event-related? (probably not real)
20- LONG-TERM: party member health etc. status (needs player list, then trivial)
21- LONG-TERM: map landmark labels
22- LONG-TERM: player on map name
23
24- player speed is only shown as current, not unencumbered max as in gcfclient
25- IMPORTANT: stats during item creation == crash? (reported by Grak)
26- FEATURE: beside the floorbox, have a recent inventory items box
27- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
29
30should be solved/investigated before 1.0 release:
31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- offer common options such as use_skill sense xxx etc. in inventory via menu?
34- buttons should support hovering visually
35- notebooks should provide visual feedback (support from button class?)
36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- mapmap (overview) - scroll visible area by clicking/dragging
39- maybe open the help viewer on the first start, or a simple dialog that
40 initially lists keybidings for gcfclient converts.
41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
42
43post-1.0:
44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
46 affect neighbouring visible pixels (border bleeding).
47- player list from server for tell etc. commands
48- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all").
18- enter runmode when cursor-key repeats 50- enter runmode when cursor-key repeats (maybe not?)
19- mapmap (overview) 51- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
20 - convetr to real window 52- performance: use texture collections for upstream server data instead if gobs
21 - draw rectangle around visible area 53 of small textures.
22 - scroll visible area 54- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
23 - make size configurable/reesizable
24- use real mapmap size in map caching, not hardcoded 250 size
25- save only dirty cached maps, and save dirty maps != current map
26- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges
27- the stats for the gauges which get into the stats_update function are somehow weird
28- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
29- message window layout broken (entry too small).
30- mesa-rendering of textview shows only garbage and/or another texture
31- label needs "expected char width"
32- toplevel should enforce that windows always be partially visible
33- maybe move window managing functionality into toplevel
34 55
35TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
36- run flawfinder on cf 57- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
37- disable old socket mode in server 58- palyer peaceful setting should be independen of game peaceful setting
38- implement suicide command for server 59 (i.e. one should be able to become hostile against guards but still
39- cavehippo wants hashstring to be changed to hash name 60 be peaceful - the palyer peaceful would be toggled by priests and shown
40- pippij wants playerstealing to work between hostile players 61 in who, the game peaceful steting would be toggled by the peaceful command
41- schmorp wants to rework the who output format 62 but not otherwise shown).
42- attempt_jump tries to kick jumped-into monster,s but doesn't work 63- attempt_jump tries to kick jumped-into monster,s but doesn't work
43- 1) If you hide, and someone can see you trying to hide, you'll get a 64- 1) If you hide, and someone can see you trying to hide, you'll get a
44 message, even when you can't see that other person. 65 message, even when you can't see that other person.
45- 2) hiding exp is always 1, independant of how difficult it is to hide 66- 2) hiding exp is always 1, independant of how difficult it is to hide
46- 3) jumping into monsters does no damage, even though it's supposed to 67- 3) jumping into monsters does no damage, even though it's supposed to
47 be an attack (mentioned before). You also get no exp for this 68 be an attack (mentioned before). You also get no exp for this
48- 10) (feature request): bug/typo/idea commands to automatically log
49 your comments, with the mentioning of the current map (and perhaps an
50 item, if you do 'bug <item>').
51 69
52"workarounded" but not solved:
53(- IMPORTANT: move widgets to integer coordinates - fix containers!)
54(- pango fontsize measure and decrease to achieve real pixel height)
55 70
56set_face 4783 => 70 71 #TODO#d# display texture cache
57libpng warning: Ignoring gAMA chunk with gamma=0 72 {
58allocating id 71 73 glEnable GL_TEXTURE_2D;
59OK 74 glBindTexture GL_TEXTURE_2D, 41;
60set_face 4782 => 71 75 glColor 1, 1, 1, 1;
61libpng warning: Ignoring gAMA chunk with gamma=0 76 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
62allocating id 72 77 glEnable GL_BLEND;
63OK 78 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
64set_face 4781 => 72 79 glBegin GL_QUADS;
65libpng warning: Ignoring gAMA chunk with gamma=0 80 glTexCoord 0,1; glVertex 0,0;
66allocating id 73 81 glTexCoord 1,1; glVertex 255,0;
67OK 82 glTexCoord 1,0; glVertex 255,255;
68set_face 4784 => 73 83 glTexCoord 0,0; glVertex 0,255;
69libpng warning: Ignoring gAMA chunk with gamma=0 84 glEnd;
85 glDisable GL_BLEND;
86 glDisable GL_TEXTURE_2D;
87 }
70 88
89 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.
90 /*first pass*/
91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
92 glDepthMask(FALSE); /*disable Z buffer*/
93 if (premultpliedTransparency)
94 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
95 else
96 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
97 /*render the object here*/
98
99 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:
100 /*second pass*/
101 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
104 /*render the object with alpha replaced with 1-a*/
105
106 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:
107 /*third pass*/
108 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
109 glDepthMask(TRUE); /*enable Z buffer*/
110 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
111 /*render the object with alpha replaced with 1*/
112
113

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