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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.33 by elmex, Mon Apr 24 08:44:23 2006 UTC vs.
Revision 1.222 by elmex, Fri Jul 28 09:27:33 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
3- IMPORTANT: slider should clip to valid range properly 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: user interface (window positions etc.) should be saved, but 712:17 <@schmorp> will have to do that for gce too
5 a) switching modes clears/recreates all widgets (has to, as parameters 812:17 <@schmorp> remind me of it
6 are not resolution-independent) 912:17 <@schmorp> qwhen i next bundle it
7 b) widget layout is nontrivial as to not obscure map
8 c) need better way to center map then middle-button, maybe map overview
9 (but updates will be slow UPDATE updates are not at all slow).
10 10
11- enter runmode when cursor-key repeats 11- PANGO: create upstream-patch for inclusion into pango
12- mapmap (overview) 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13 - convetr to real window 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14 - draw rectangle around visible area 14
15 - scroll visible area 15- REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is
16 - make size configurable/reesizable 16
17- use real mapmap size in map caching, not hardcoded 250 size 17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
18- spells ordering completely different for different users (maybe stored in hash?)
19- identify inventory hover slowness and fix it (schmorp)
20- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
21 => either using bg attribute, or something else. neither way is currently implementable, imho
22 => or maybe using an extra icon for curses/magic items?)
23 offer common options such as use_skill sense xxx etc. in inventory via menu?
24 make simple inventory filters: most recently added/changed, normal, only unlocked
25- floorbox out-of-screen after resizing (schmorp)
26- skill book - tooltips with description and bind-to-key (schmorp)
27- all dialogs should be closable with "Esc"
28- notebooks should provide visual feedback (support from button class?)
29- buttons should support hovering visually
30- minor: skill list which lets u bind stuff
31- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32
33should be solved/investigated before 1.0 release:
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
37- playerbook/skills should have sensible tooltips with skill descriptions
38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
39- NPC dialog box should have close button which finishes the dialog
40- mapmap (overview) - scroll visible area by clicking/dragging
41- binding window and editor layout broken for long recordings => use scroller
42- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts.
44- maybe support mb4/mb5 on selected widgets to facilitate scrolling
45 (inventory, spell list, messge log...) => marc
46- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
47- but fullscreen => minimize (alt-esc) => no way to go back [windows]
48- spell list => scroll down => "Pickup" => scrollbar not updated
49- what happened to the dialog being shown when modifiers are pressed, showing
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52
53post-1.0:
54- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
55 (after starting, press quit)
56- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
58 affect neighbouring visible pixels (border bleeding).
59- examine etc., should use extendeddrawinfo or sth. similar
60- player list from server for tell etc. commands
18- save only dirty cached maps, and save dirty maps != current map 61- save only dirty cached maps, and save dirty maps != current map
19- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 62- look into extendedmapinfo
20- the stats for the gauges which get into the stats_update function are somehow weird 63- completer should know more about arguments, e.g. cast summon pet monster,
21- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 64 or that some commands do not take arguments ("drop all").
22- message window layout broken (entry too small). 65- sliders do not change size after reconfigure.
23- mesa-rendering of textview shows only garbage and/or another texture 66- enter runmode when cursor-key repeats (maybe not?)
24- label needs "expected char width" 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
25- toplevel should enforce that windows always be partially visible 68- performance: use texture collections for upstream server data instead if gobs
26- maybe move window managing functionality into toplevel 69 of small textures.
27- look into extendeddrawinfo and extendedmapinfo
28 70
29TEMPORARY SERVER TODO: 71TEMPORARY SERVER TODO:
72- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
30- palyer peaceful setting should be independen of game peaceful setting 73- palyer peaceful setting should be independen of game peaceful setting
31 (i.e. one should be able to become hostile against guards but still 74 (i.e. one should be able to become hostile against guards but still
32 be peaceful - the palyer peaceful would be toggled by priests and shown 75 be peaceful - the palyer peaceful would be toggled by priests and shown
33 in who, the game peaceful steting would be toggled by the peaceful command 76 in who, the game peaceful steting would be toggled by the peaceful command
34 but not otherwise shown). 77 but not otherwise shown).
35- run flawfinder on cf
36- disable old socket mode in server
37- implement suicide command for server
38- cavehippo wants hashstring to be changed to hash name
39- pippij wants playerstealing to work between hostile players 78- pippij wants playerstealing to work between hostile players
40- schmorp wants to rework the who output format
41- attempt_jump tries to kick jumped-into monster,s but doesn't work 79- attempt_jump tries to kick jumped-into monster,s but doesn't work
42- 1) If you hide, and someone can see you trying to hide, you'll get a 80- 1) If you hide, and someone can see you trying to hide, you'll get a
43 message, even when you can't see that other person. 81 message, even when you can't see that other person.
44- 2) hiding exp is always 1, independant of how difficult it is to hide 82- 2) hiding exp is always 1, independant of how difficult it is to hide
45- 3) jumping into monsters does no damage, even though it's supposed to 83- 3) jumping into monsters does no damage, even though it's supposed to
46 be an attack (mentioned before). You also get no exp for this 84 be an attack (mentioned before). You also get no exp for this
47- 10) (feature request): bug/typo/idea commands to automatically log 85- 10) (feature request): bug/typo/idea commands to automatically log
48 your comments, with the mentioning of the current map (and perhaps an 86 your comments, with the mentioning of the current map (and perhaps an
49 item, if you do 'bug <item>'). 87 item, if you do 'bug <item>').
50 88
51"workarounded" but not solved: 89
52(- IMPORTANT: move widgets to integer coordinates - fix containers!) 90 #TODO#d# display texture cache
53(- pango fontsize measure and decrease to achieve real pixel height) 91 {
92 glEnable GL_TEXTURE_2D;
93 glBindTexture GL_TEXTURE_2D, 41;
94 glColor 1, 1, 1, 1;
95 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
96 glEnable GL_BLEND;
97 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
98 glBegin GL_QUADS;
99 glTexCoord 0,1; glVertex 0,0;
100 glTexCoord 1,1; glVertex 255,0;
101 glTexCoord 1,0; glVertex 255,255;
102 glTexCoord 0,0; glVertex 0,255;
103 glEnd;
104 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D;
106 }
54 107
55set_face 4783 => 70 108set_face 4783 => 70
56libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
57allocating id 71 110allocating id 71
58OK 111OK
65allocating id 73 118allocating id 73
66OK 119OK
67set_face 4784 => 73 120set_face 4784 => 73
68libpng warning: Ignoring gAMA chunk with gamma=0 121libpng warning: Ignoring gAMA chunk with gamma=0
69 122
123 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.
124 /*first pass*/
125 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
126 glDepthMask(FALSE); /*disable Z buffer*/
127 if (premultpliedTransparency)
128 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
129 else
130 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
131 /*render the object here*/
132
133 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:
134 /*second pass*/
135 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
136 glDepthMask(FALSE); /*disable Z buffer*/
137 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
138 /*render the object with alpha replaced with 1-a*/
139
140 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:
141 /*third pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(TRUE); /*enable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1*/
146
147

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