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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.12 by root, Sun Apr 16 07:33:36 2006 UTC vs.
Revision 1.224 by root, Sat Jul 29 16:02:53 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 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: message window entry widget should defocus automatically when invoked 712:17 <@schmorp> will have to do that for gce too
5 from the map widget. 812:17 <@schmorp> remind me of it
6- message window layout broken (entry too small). 912:17 <@schmorp> qwhen i next bundle it
7- mesa-rendering of textview shows only garbage and/or another texture
8- IMPORTANT: user interface (window positions etc.) should be saved, but
9 a) switching modes clears/recreates all widgets (has to, as parameters
10 are not resolution-independent)
11 b) widget layout is nontrivial as to not obscure map
12 c) need better way to center map then middle-button, maybe map overview
13 (but updates will be slow UPDATE updates are not at all slow).
14- labels are generally shown too small
15- labels have an extra " " at the end that affects size calculations(?)
16- label needs "expected char size"
17- make font description copy: font size changes hurt A LOT (really?)
18- toplevel should enforce that windows always be partially visible
19- maybe move window managing functionality into toplevel
20 10
21- cavehippo wants hashstring to be changed to hash name 11- PANGO: create upstream-patch for inclusion into pango
12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14- SERVER: document ext/mapinfo and cfplus.ext
15- SERVER: utf8-ify client-side messages
22 16
23"workarounded" but not solved: 17- 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
24(- IMPORTANT: move widgets to integer coordinates - fix containers!) 18- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
25(- pango fontsize measure and decrease to achieve real pixel height) 19- skill book - tooltips with description and bind-to-key (schmorp)
20- IMPORTANT: server-protocol/upgrade etc.
21- IMPORTANT: good installation instructions/problem faq.
22
23should be solved/investigated before 1.0 release:
24- offer common options such as use_skill sense xxx etc. in inventory via menu?
25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
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- use more graphical frames/separators to make dialogs more eye-pleasing/clean
31- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
33- playerbook/skills should have sensible tooltips with skill descriptions
34- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
35- NPC dialog box should have close button which finishes the dialog
36- mapmap (overview) - scroll visible area by clicking/dragging
37- binding window and editor layout broken for long recordings => use scroller
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
40- maybe support mb4/mb5 on selected widgets to facilitate scrolling
41 (inventory, spell list, messge log...) => marc
42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- but fullscreen => minimize (alt-esc) => no way to go back [windows]
44- spell list => scroll down => "Pickup" => scrollbar not updated
45- what happened to the dialog being shown when modifiers are pressed, showing
46 keybindings for this modifier?
47- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
48
49post-1.0:
50- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
51 (after starting, press quit)
52- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
53- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
54 affect neighbouring visible pixels (border bleeding).
55- examine etc., should use extendeddrawinfo or sth. similar
56- player list from server for tell etc. commands
57- save only dirty cached maps, and save dirty maps != current map
58- look into extendedmapinfo
59- completer should know more about arguments, e.g. cast summon pet monster,
60 or that some commands do not take arguments ("drop all").
61- sliders do not change size after reconfigure.
62- enter runmode when cursor-key repeats (maybe not?)
63- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
64- performance: use texture collections for upstream server data instead if gobs
65 of small textures.
66
67TEMPORARY SERVER TODO:
68- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
69- palyer peaceful setting should be independen of game peaceful setting
70 (i.e. one should be able to become hostile against guards but still
71 be peaceful - the palyer peaceful would be toggled by priests and shown
72 in who, the game peaceful steting would be toggled by the peaceful command
73 but not otherwise shown).
74- pippij wants playerstealing to work between hostile players
75- attempt_jump tries to kick jumped-into monster,s but doesn't work
76- 1) If you hide, and someone can see you trying to hide, you'll get a
77 message, even when you can't see that other person.
78- 2) hiding exp is always 1, independant of how difficult it is to hide
79- 3) jumping into monsters does no damage, even though it's supposed to
80 be an attack (mentioned before). You also get no exp for this
81- 10) (feature request): bug/typo/idea commands to automatically log
82 your comments, with the mentioning of the current map (and perhaps an
83 item, if you do 'bug <item>').
84
85
86 #TODO#d# display texture cache
87 {
88 glEnable GL_TEXTURE_2D;
89 glBindTexture GL_TEXTURE_2D, 41;
90 glColor 1, 1, 1, 1;
91 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
92 glEnable GL_BLEND;
93 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
94 glBegin GL_QUADS;
95 glTexCoord 0,1; glVertex 0,0;
96 glTexCoord 1,1; glVertex 255,0;
97 glTexCoord 1,0; glVertex 255,255;
98 glTexCoord 0,0; glVertex 0,255;
99 glEnd;
100 glDisable GL_BLEND;
101 glDisable GL_TEXTURE_2D;
102 }
26 103
27set_face 4783 => 70 104set_face 4783 => 70
28libpng warning: Ignoring gAMA chunk with gamma=0 105libpng warning: Ignoring gAMA chunk with gamma=0
29allocating id 71 106allocating id 71
30OK 107OK
37allocating id 73 114allocating id 73
38OK 115OK
39set_face 4784 => 73 116set_face 4784 => 73
40libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
41 118
119 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.
120 /*first pass*/
121 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 if (premultpliedTransparency)
124 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
125 else
126 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
127 /*render the object here*/
128
129 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:
130 /*second pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1-a*/
135
136 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:
137 /*third pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(TRUE); /*enable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1*/
142
143

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