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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.47 by root, Wed May 10 21:12:25 2006 UTC vs.
Revision 1.247 by root, Mon Nov 20 16:41:46 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 6- PANGO: create upstream-patch for inclusion into pango
712:17 <@schmorp> will have to do that for gce too 7- SERVER: document ext/mapinfo and cfplus.ext
812:17 <@schmorp> remind me of it 8- SERVER: memleak like hell: probably event-related? (probably not real)
912:17 <@schmorp> qwhen i next bundle it 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name
10 12
11- IMPORTANT: kick elmex for not documenting the bugs here so other people 13- IMPORTANT: server-protocol/upgrade etc.
12 cannot work on them. 14- IMPORTANT: good installation instructions/problem faq.
13- IMPORTANT: inventory update must be incremental (too slow) 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14- IMPORTANT: slider should clip to valid range properly 16- FEATURE: beside the floorbox, have a recent inventory items box
15- IMPORTANT: user interface (window positions etc.) should be saved, but 17- fix the pod referencing - L<glossary/space> does not get you anywhere.
16 b) widget layout is nontrivial as to not obscure map 18 * possibly look into auto-marking (wiki-style) certain key sequences.
17 c) need better way to center map then middle-button, maybe map overview
18 (but updates will be slow UPDATE updates are not at all slow).
19- IMPORTANT: animate faces in inventory etc.
20- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
21- IMPORTANT: verify and correct connection-dependent texture management
22 19
23should be solved/investitaged before release: 20should be solved/investigated before 1.0 release:
21- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
22- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
23- when in history "mode", completer cannot access completions at all
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- offer common options such as use_skill sense xxx etc. in inventory via menu?
26- buttons should support hovering visually
27- notebooks should provide visual feedback (support from button class?)
28- floorbox out-of-screen after resizing (schmorp)
29- identify inventory hover slowness and fix it (schmorp)
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31- playerbook/skills should have sensible tooltips with skill descriptions
32- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
33- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings => use scroller
35- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts.
37- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
38- what happened to the dialog being shown when modifiers are pressed, showing
39 keybindings for this modifier?
40
41post-1.0:
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, pressing login with connection refused, then close window) 43 (after starting, press quit)
26- remove wrap_mode hack from texture and make it a per-texture operation 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
27- enter runmode when cursor-key repeats 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
28- mapmap (overview) - scroll visible area by clicking/dragging 46 affect neighbouring visible pixels (border bleeding).
47- examine etc., should use extendeddrawinfo or sth. similar
48- player list from server for tell etc. commands
29- save only dirty cached maps, and save dirty maps != current map 49- save only dirty cached maps, and save dirty maps != current map
30- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 50- look into extendedmapinfo
31- mesa-rendering of textview shows only garbage and/or another texture 51- completer should know more about arguments, e.g. cast summon pet monster,
32- maybe move window managing functionality into toplevel 52 or that some commands do not take arguments ("drop all").
33- look into extendeddrawinfo and extendedmapinfo 53- sliders do not change size after reconfigure.
34- update/check_size should be done at most once/frame/widget. 54- enter runmode when cursor-key repeats (maybe not?)
35 55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
36low priority:
37- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
38- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
39- performance: use texture collections for upstream server data instead if gobs 56- performance: use texture collections for upstream server data instead if gobs
40 of small textures. 57 of small textures.
41- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 58- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
42 affect neighbouring visible pixels (border bleeding).
43- pango fontsize measure and decrease to achieve real pixel height
44 59
45TEMPORARY SERVER TODO: 60TEMPORARY SERVER TODO:
61- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
46- palyer peaceful setting should be independen of game peaceful setting 62- palyer peaceful setting should be independen of game peaceful setting
47 (i.e. one should be able to become hostile against guards but still 63 (i.e. one should be able to become hostile against guards but still
48 be peaceful - the palyer peaceful would be toggled by priests and shown 64 be peaceful - the palyer peaceful would be toggled by priests and shown
49 in who, the game peaceful steting would be toggled by the peaceful command 65 in who, the game peaceful steting would be toggled by the peaceful command
50 but not otherwise shown). 66 but not otherwise shown).
51- run flawfinder on cf
52- disable old socket mode in server
53- implement suicide command for server
54- cavehippo wants hashstring to be changed to hash name
55- pippij wants playerstealing to work between hostile players
56- schmorp wants to rework the who output format
57- attempt_jump tries to kick jumped-into monster,s but doesn't work 67- attempt_jump tries to kick jumped-into monster,s but doesn't work
58- 1) If you hide, and someone can see you trying to hide, you'll get a 68- 1) If you hide, and someone can see you trying to hide, you'll get a
59 message, even when you can't see that other person. 69 message, even when you can't see that other person.
60- 2) hiding exp is always 1, independant of how difficult it is to hide 70- 2) hiding exp is always 1, independant of how difficult it is to hide
61- 3) jumping into monsters does no damage, even though it's supposed to 71- 3) jumping into monsters does no damage, even though it's supposed to
62 be an attack (mentioned before). You also get no exp for this 72 be an attack (mentioned before). You also get no exp for this
63- 10) (feature request): bug/typo/idea commands to automatically log 73- 10) (feature request): bug/typo/idea commands to automatically log
64 your comments, with the mentioning of the current map (and perhaps an 74 your comments, with the mentioning of the current map (and perhaps an
65 item, if you do 'bug <item>'). 75 item, if you do 'bug <item>').
66 76
67set_face 4783 => 70
68libpng warning: Ignoring gAMA chunk with gamma=0
69allocating id 71
70OK
71set_face 4782 => 71
72libpng warning: Ignoring gAMA chunk with gamma=0
73allocating id 72
74OK
75set_face 4781 => 72
76libpng warning: Ignoring gAMA chunk with gamma=0
77allocating id 73
78OK
79set_face 4784 => 73
80libpng warning: Ignoring gAMA chunk with gamma=0
81 77
78 #TODO#d# display texture cache
79 {
80 glEnable GL_TEXTURE_2D;
81 glBindTexture GL_TEXTURE_2D, 41;
82 glColor 1, 1, 1, 1;
83 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
84 glEnable GL_BLEND;
85 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
86 glBegin GL_QUADS;
87 glTexCoord 0,1; glVertex 0,0;
88 glTexCoord 1,1; glVertex 255,0;
89 glTexCoord 1,0; glVertex 255,255;
90 glTexCoord 0,0; glVertex 0,255;
91 glEnd;
92 glDisable GL_BLEND;
93 glDisable GL_TEXTURE_2D;
94 }
95
96 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.
97 /*first pass*/
98 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
99 glDepthMask(FALSE); /*disable Z buffer*/
100 if (premultpliedTransparency)
101 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
102 else
103 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
104 /*render the object here*/
105
106 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:
107 /*second pass*/
108 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
109 glDepthMask(FALSE); /*disable Z buffer*/
110 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
111 /*render the object with alpha replaced with 1-a*/
112
113 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:
114 /*third pass*/
115 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
116 glDepthMask(TRUE); /*enable Z buffer*/
117 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
118 /*render the object with alpha replaced with 1*/
119
120

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