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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.38 by root, Tue Apr 25 13:08:17 2006 UTC vs.
Revision 1.249 by root, Sat Dec 9 02:21:25 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- EXTREMELY IMPORTANT
412:17 <@schmorp> will have to do that for gce too 7- PANGO: crashes when "xxx ""\n" in buffer and insrets return at "" with:
512:17 <@schmorp> remind me of it 8 Pango-ERROR **: file /build/buildd/pango1.0-1.14.7/./pango/pango-layout.c: line 1824 (pango_layout_line_get_char_direction): should not be reached
612:17 <@schmorp> qwhen i next bundle it
7 9
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- remove wrap_mode hack from texture and make it a per-texture operation 25should be solved/investigated before 1.0 release:
18- enter runmode when cursor-key repeats 26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
19- mapmap (overview) 27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
20 - convetr to real window 28- when in history "mode", completer cannot access completions at all
21 - draw rectangle around visible area 29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
22 - scroll visible area 30- offer common options such as use_skill sense xxx etc. in inventory via menu?
23 - make size configurable/reesizable 31- buttons should support hovering visually
24- use real mapmap size in map caching, not hardcoded 250 size 32- notebooks should provide visual feedback (support from button class?)
33- floorbox out-of-screen after resizing (schmorp)
34- identify inventory hover slowness and fix it (schmorp)
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- playerbook/skills should have sensible tooltips with skill descriptions
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- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
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)
50- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
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
25- save only dirty cached maps, and save dirty maps != current map 54- 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 55- look into extendedmapinfo
27- the stats for the gauges which get into the stats_update function are somehow weird 56- completer should know more about arguments, e.g. cast summon pet monster,
28- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 57 or that some commands do not take arguments ("drop all").
29- message window layout broken (entry too small). 58- sliders do not change size after reconfigure.
30- mesa-rendering of textview shows only garbage and/or another texture 59- enter runmode when cursor-key repeats (maybe not?)
31- label needs "expected char width" 60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
32- toplevel should enforce that windows always be partially visible
33- maybe move window managing functionality into toplevel
34- look into extendeddrawinfo and extendedmapinfo
35- add extenstive tooltips to stats window, basically like a manual :) (resistances missing?)
36- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 62 of small textures.
38- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 63- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
39 affect neighbouring visible pixels (border bleeding).
40 64
41TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
42- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
43 (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
44 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
45 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
46 but not otherwise shown). 71 but not otherwise shown).
47- run flawfinder on cf
48- disable old socket mode in server
49- implement suicide command for server
50- cavehippo wants hashstring to be changed to hash name
51- pippij wants playerstealing to work between hostile players
52- schmorp wants to rework the who output format
53- 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
54- 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
55 message, even when you can't see that other person. 74 message, even when you can't see that other person.
56- 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
57- 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
58 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
59- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
60 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
61 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
62 81
63"workarounded" but not solved:
64(- IMPORTANT: move widgets to integer coordinates - fix containers!)
65(- pango fontsize measure and decrease to achieve real pixel height)
66 82
67set_face 4783 => 70 83 #TODO#d# display texture cache
68libpng warning: Ignoring gAMA chunk with gamma=0 84 {
69allocating id 71 85 glEnable GL_TEXTURE_2D;
70OK 86 glBindTexture GL_TEXTURE_2D, 41;
71set_face 4782 => 71 87 glColor 1, 1, 1, 1;
72libpng warning: Ignoring gAMA chunk with gamma=0 88 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
73allocating id 72 89 glEnable GL_BLEND;
74OK 90 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
75set_face 4781 => 72 91 glBegin GL_QUADS;
76libpng warning: Ignoring gAMA chunk with gamma=0 92 glTexCoord 0,1; glVertex 0,0;
77allocating id 73 93 glTexCoord 1,1; glVertex 255,0;
78OK 94 glTexCoord 1,0; glVertex 255,255;
79set_face 4784 => 73 95 glTexCoord 0,0; glVertex 0,255;
80libpng warning: Ignoring gAMA chunk with gamma=0 96 glEnd;
97 glDisable GL_BLEND;
98 glDisable GL_TEXTURE_2D;
99 }
81 100
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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