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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.37 by root, Tue Apr 25 12:56:34 2006 UTC vs.
Revision 1.260 by root, Sun Jul 15 21:02:20 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
312:17 <@schmorp> i do list all libs manually for pclient 8- improve smoothing implementation to be cleaner and more efficient.
412:17 <@schmorp> will have to do that for gce too 9- make smoothing a separate setting, or depend on fast&ugly.
512:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it
7 10
11- automccompleter should vanish when its losing focus
12- allow inventory window to be stacked vertically, maybe?
13- ganondorf wants the complete to grow, never shrink
14- keypad-enter does not do the same as return in text entries
8 15
9- IMPORTANT: slider should clip to valid range properly 16- ice in /whalingoutpost/misc/castle1
10- IMPORTANT: user interface (window positions etc.) should be saved, but 17 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
11 a) switching modes clears/recreates all widgets (has to, as parameters 18- PANGO: create upstream-patch for inclusion into pango
12 are not resolution-independent) 19- SERVER: document ext/mapinfo and cfplus.ext
13 b) widget layout is nontrivial as to not obscure map 20- SERVER: memleak like hell: probably event-related? (probably not real)
14 c) need better way to center map then middle-button, maybe map overview 21- LONG-TERM: party member health etc. status (needs player list, then trivial)
15 (but updates will be slow UPDATE updates are not at all slow). 22- LONG-TERM: map landmark labels
23- LONG-TERM: player on map name
16 24
17- enter runmode when cursor-key repeats 25- player speed is only shown as current, not unencumbered max as in gcfclient
18- mapmap (overview) 26- IMPORTANT: stats during item creation == crash? (reported by Grak)
19 - convetr to real window 27- IMPORTANT: server-protocol/upgrade etc.
20 - draw rectangle around visible area 28- IMPORTANT: good installation instructions/problem faq.
21 - scroll visible area 29- IMPORTANT: database creation parameters borked - fix and find upgrad epath
22 - make size configurable/reesizable 30- FEATURE: beside the floorbox, have a recent inventory items box
23- use real mapmap size in map caching, not hardcoded 250 size 31- fix the pod referencing - L<glossary/space> does not get you anywhere.
32 * possibly look into auto-marking (wiki-style) certain key sequences.
33
34should be solved/investigated before 1.0 release:
35- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
36- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
37- when in history "mode", completer cannot access completions at all
38- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
39- offer common options such as use_skill sense xxx etc. in inventory via menu?
40- buttons should support hovering visually
41- notebooks should provide visual feedback (support from button class?)
42- floorbox out-of-screen after resizing (schmorp)
43- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
44- playerbook/skills should have sensible tooltips with skill descriptions
45- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
46- mapmap (overview) - scroll visible area by clicking/dragging
47- binding window and editor layout broken for long recordings => use scroller
48- maybe open the help viewer on the first start, or a simple dialog that
49 initially lists keybidings for gcfclient converts.
50- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
51- what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier?
53
54post-1.0:
55- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
56 (after starting, press quit)
57- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
59 affect neighbouring visible pixels (border bleeding).
60- examine etc., should use extendeddrawinfo or sth. similar
61- player list from server for tell etc. commands
24- save only dirty cached maps, and save dirty maps != current map 62- save only dirty cached maps, and save dirty maps != current map
25- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 63- look into extendedmapinfo
26- the stats for the gauges which get into the stats_update function are somehow weird 64- completer should know more about arguments, e.g. cast summon pet monster,
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 65 or that some commands do not take arguments ("drop all").
28- message window layout broken (entry too small). 66- sliders do not change size after reconfigure.
29- mesa-rendering of textview shows only garbage and/or another texture 67- enter runmode when cursor-key repeats (maybe not?)
30- label needs "expected char width" 68- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
31- toplevel should enforce that windows always be partially visible
32- maybe move window managing functionality into toplevel
33- look into extendeddrawinfo and extendedmapinfo
34- add extenstive tooltips to stats window, basically like a manual :) (resistances missing?)
35- performance: use texture collections for upstream server data instead if gobs 69- performance: use texture collections for upstream server data instead if gobs
36 of small textures. 70 of small textures.
37- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 71- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
38 affect neighbouring visible pixels (border bleeding).
39 72
40TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
41- palyer peaceful setting should be independen of game peaceful setting 75- palyer peaceful setting should be independen of game peaceful setting
42 (i.e. one should be able to become hostile against guards but still 76 (i.e. one should be able to become hostile against guards but still
43 be peaceful - the palyer peaceful would be toggled by priests and shown 77 be peaceful - the palyer peaceful would be toggled by priests and shown
44 in who, the game peaceful steting would be toggled by the peaceful command 78 in who, the game peaceful steting would be toggled by the peaceful command
45 but not otherwise shown). 79 but not otherwise shown).
46- run flawfinder on cf
47- disable old socket mode in server
48- implement suicide command for server
49- cavehippo wants hashstring to be changed to hash name
50- pippij wants playerstealing to work between hostile players
51- schmorp wants to rework the who output format
52- attempt_jump tries to kick jumped-into monster,s but doesn't work 80- attempt_jump tries to kick jumped-into monster,s but doesn't work
53- 1) If you hide, and someone can see you trying to hide, you'll get a 81- 1) If you hide, and someone can see you trying to hide, you'll get a
54 message, even when you can't see that other person. 82 message, even when you can't see that other person.
55- 2) hiding exp is always 1, independant of how difficult it is to hide 83- 2) hiding exp is always 1, independant of how difficult it is to hide
56- 3) jumping into monsters does no damage, even though it's supposed to 84- 3) jumping into monsters does no damage, even though it's supposed to
57 be an attack (mentioned before). You also get no exp for this 85 be an attack (mentioned before). You also get no exp for this
58- 10) (feature request): bug/typo/idea commands to automatically log 86- 10) (feature request): bug/typo/idea commands to automatically log
59 your comments, with the mentioning of the current map (and perhaps an 87 your comments, with the mentioning of the current map (and perhaps an
60 item, if you do 'bug <item>'). 88 item, if you do 'bug <item>').
61 89
62"workarounded" but not solved:
63(- IMPORTANT: move widgets to integer coordinates - fix containers!)
64(- pango fontsize measure and decrease to achieve real pixel height)
65 90
66set_face 4783 => 70 91 #TODO#d# display texture cache
67libpng warning: Ignoring gAMA chunk with gamma=0 92 {
68allocating id 71 93 glEnable GL_TEXTURE_2D;
69OK 94 glBindTexture GL_TEXTURE_2D, 41;
70set_face 4782 => 71 95 glColor 1, 1, 1, 1;
71libpng warning: Ignoring gAMA chunk with gamma=0 96 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
72allocating id 72 97 glEnable GL_BLEND;
73OK 98 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
74set_face 4781 => 72 99 glBegin GL_QUADS;
75libpng warning: Ignoring gAMA chunk with gamma=0 100 glTexCoord 0,1; glVertex 0,0;
76allocating id 73 101 glTexCoord 1,1; glVertex 255,0;
77OK 102 glTexCoord 1,0; glVertex 255,255;
78set_face 4784 => 73 103 glTexCoord 0,0; glVertex 0,255;
79libpng warning: Ignoring gAMA chunk with gamma=0 104 glEnd;
105 glDisable GL_BLEND;
106 glDisable GL_TEXTURE_2D;
107 }
80 108
109 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.
110 /*first pass*/
111 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 if (premultpliedTransparency)
114 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
115 else
116 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
117 /*render the object here*/
118
119 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:
120 /*second pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1-a*/
125
126 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:
127 /*third pass*/
128 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
129 glDepthMask(TRUE); /*enable Z buffer*/
130 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
131 /*render the object with alpha replaced with 1*/
132
133

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