ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.11 by root, Sun Apr 16 07:25:29 2006 UTC vs.
Revision 1.252 by root, Tue Dec 19 23:24:04 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: map scroll darken code does not work 6- ganondorf wants the complete to grow, never shrink
4- IMPORTANT: message window entry widget should defocus automatically when invoked
5 from the map widget.
6- message window layout broken (entry too small).
7- IMPORTANT: user interface (window positions etc.) should be saved, but
8 a) switching modes clears/recreates all widgets (has to, as parameters
9 are not resolution-independent)
10 b) widget layout is nontrivial as to not obscure map
11 c) need better way to center map then middle-button, maybe map overview
12 (but updates will be slow UPDATE updates are not at all slow).
13- labels are generally shown too small
14- labels have an extra " " at the end that affects size calculations(?)
15- label needs "expected char size"
16- make font description copy: font size changes hurt A LOT (really?)
17- toplevel should enforce that windows always be partially visible
18- maybe move window managing functionality into toplevel
19 7
20- cavehippo wants hashstring to be changed to hash name 8- ice in /whalingoutpost/misc/castle1
9 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
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
21 16
22"workarounded" but not solved: 17- player speed is only shown as current, not unencumbered max as in gcfclient
23(- IMPORTANT: move widgets to integer coordinates - fix containers!) 18- IMPORTANT: stats during item creation == crash? (reported by Grak)
24(- pango fontsize measure and decrease to achieve real pixel height) 19- IMPORTANT: server-protocol/upgrade etc.
20- IMPORTANT: good installation instructions/problem faq.
21- IMPORTANT: database creation parameters borked - fix and find upgrad epath
22- FEATURE: beside the floorbox, have a recent inventory items box
23- fix the pod referencing - L<glossary/space> does not get you anywhere.
24 * possibly look into auto-marking (wiki-style) certain key sequences.
25 25
26set_face 4783 => 70 26should be solved/investigated before 1.0 release:
27libpng warning: Ignoring gAMA chunk with gamma=0 27- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
28allocating id 71 28- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
29OK 29- when in history "mode", completer cannot access completions at all
30set_face 4782 => 71 30- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
31libpng warning: Ignoring gAMA chunk with gamma=0 31- offer common options such as use_skill sense xxx etc. in inventory via menu?
32allocating id 72 32- buttons should support hovering visually
33OK 33- notebooks should provide visual feedback (support from button class?)
34set_face 4781 => 72 34- floorbox out-of-screen after resizing (schmorp)
35libpng warning: Ignoring gAMA chunk with gamma=0 35- identify inventory hover slowness and fix it (schmorp)
36allocating id 73 36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
37OK 37- playerbook/skills should have sensible tooltips with skill descriptions
38set_face 4784 => 73 38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
39libpng warning: Ignoring gAMA chunk with gamma=0 39- mapmap (overview) - scroll visible area by clicking/dragging
40- binding window and editor layout broken for long recordings => use scroller
41- maybe open the help viewer on the first start, or a simple dialog that
42 initially lists keybidings for gcfclient converts.
43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
44- what happened to the dialog being shown when modifiers are pressed, showing
45 keybindings for this modifier?
40 46
47post-1.0:
48- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
49 (after starting, press quit)
50- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
51- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
52 affect neighbouring visible pixels (border bleeding).
53- examine etc., should use extendeddrawinfo or sth. similar
54- player list from server for tell etc. commands
55- save only dirty cached maps, and save dirty maps != current map
56- look into extendedmapinfo
57- completer should know more about arguments, e.g. cast summon pet monster,
58 or that some commands do not take arguments ("drop all").
59- sliders do not change size after reconfigure.
60- enter runmode when cursor-key repeats (maybe not?)
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- performance: use texture collections for upstream server data instead if gobs
63 of small textures.
64- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
65
66TEMPORARY SERVER TODO:
67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown).
73- attempt_jump tries to kick jumped-into monster,s but doesn't work
74- 1) If you hide, and someone can see you trying to hide, you'll get a
75 message, even when you can't see that other person.
76- 2) hiding exp is always 1, independant of how difficult it is to hide
77- 3) jumping into monsters does no damage, even though it's supposed to
78 be an attack (mentioned before). You also get no exp for this
79- 10) (feature request): bug/typo/idea commands to automatically log
80 your comments, with the mentioning of the current map (and perhaps an
81 item, if you do 'bug <item>').
82
83
84 #TODO#d# display texture cache
85 {
86 glEnable GL_TEXTURE_2D;
87 glBindTexture GL_TEXTURE_2D, 41;
88 glColor 1, 1, 1, 1;
89 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
90 glEnable GL_BLEND;
91 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
92 glBegin GL_QUADS;
93 glTexCoord 0,1; glVertex 0,0;
94 glTexCoord 1,1; glVertex 255,0;
95 glTexCoord 1,0; glVertex 255,255;
96 glTexCoord 0,0; glVertex 0,255;
97 glEnd;
98 glDisable GL_BLEND;
99 glDisable GL_TEXTURE_2D;
100 }
101
102 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.
103 /*first pass*/
104 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/
106 if (premultpliedTransparency)
107 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
108 else
109 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
110 /*render the object here*/
111
112 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:
113 /*second pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1-a*/
118
119 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:
120 /*third pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(TRUE); /*enable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1*/
125
126

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines