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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.14 by root, Sun Apr 16 17:35:47 2006 UTC vs.
Revision 1.258 by root, Fri Apr 27 00:59:14 2007 UTC

1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html
3
4[2007-04-27 00:03] [#schmorp] Scara> hab daf�r grad nen fatal gehabt
5[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at script/cfplus line 0
6[2007-04-27 00:02] [#schmorp] Scara> __par_pl::BEGIN() called at script/cfplus line 0
7[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at -e line 171
8[2007-04-27 00:02] [#schmorp] Scara> PAR::import('PAR') called at -e line 885
9[2007-04-27 00:02] [#schmorp] Scara> C:/Perl/site/lib/PAR.pm line 404
10[2007-04-27 00:02] [#schmorp] Scara> PAR::_run_member('Archive::Zip::ZipFileMember=HASH(0xf515d8)') called at
11[2007-04-27 00:02] [#schmorp] Scara> require main called at C:/Perl/site/lib/PAR.pm line 554
12[2007-04-27 00:02] [#schmorp] Scara> at script/main.pl line 4
13[2007-04-27 00:02] [#schmorp] Scara> PAR::_run_member('Archive::Zip::ZipFileMember=HASH(0xf51488)', 1) called
14[2007-04-27 00:02] [#schmorp] Scara> require main called at C:/Perl/site/lib/PAR.pm line 554
15[2007-04-27 00:02] [#schmorp] Scara> Event::loop() called at script/cfplus line 2256
16[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at Event.pm line 164
17[2007-04-27 00:02] [#schmorp] Scara> at Event.pm line 164
18[2007-04-27 00:02] [#schmorp] Scara> FATAL: substr outside of string at CFPlus/UI.pm line 2003.
19^^^^ beim edieren von bindings
20
21macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
22
1http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 23http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
2 24
3- IMPORTANT: map scroll darken code does not work 25- improve smoothing implementation to be cleaner and more efficient.
4- IMPORTANT: message window entry widget should defocus automatically when invoked 26- make smoothing a separate setting, or depend on fast&ugly.
5 from the map widget.
6- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
7- message window layout broken (entry too small).
8- mesa-rendering of textview shows only garbage and/or another texture
9- IMPORTANT: user interface (window positions etc.) should be saved, but
10 a) switching modes clears/recreates all widgets (has to, as parameters
11 are not resolution-independent)
12 b) widget layout is nontrivial as to not obscure map
13 c) need better way to center map then middle-button, maybe map overview
14 (but updates will be slow UPDATE updates are not at all slow).
15- labels are generally shown too small
16- labels have an extra " " at the end that affects size calculations(?)
17- label needs "expected char width"
18- make font description copy: font size changes hurt A LOT (really?)
19- toplevel should enforce that windows always be partially visible
20- maybe move window managing functionality into toplevel
21 27
22- cavehippo wants hashstring to be changed to hash name 28- automccompleter should vanish when its losing focus
29- allow inventory window to be stacked vertically, maybe?
30- ganondorf wants the complete to grow, never shrink
31- keypad-enter does not do the same as return in text entries
23 32
24"workarounded" but not solved: 33- ice in /whalingoutpost/misc/castle1
25(- IMPORTANT: move widgets to integer coordinates - fix containers!) 34 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
26(- pango fontsize measure and decrease to achieve real pixel height) 35- PANGO: create upstream-patch for inclusion into pango
36- SERVER: document ext/mapinfo and cfplus.ext
37- SERVER: memleak like hell: probably event-related? (probably not real)
38- LONG-TERM: party member health etc. status (needs player list, then trivial)
39- LONG-TERM: map landmark labels
40- LONG-TERM: player on map name
27 41
28set_face 4783 => 70 42- player speed is only shown as current, not unencumbered max as in gcfclient
29libpng warning: Ignoring gAMA chunk with gamma=0 43- IMPORTANT: stats during item creation == crash? (reported by Grak)
30allocating id 71 44- IMPORTANT: server-protocol/upgrade etc.
31OK 45- IMPORTANT: good installation instructions/problem faq.
32set_face 4782 => 71 46- IMPORTANT: database creation parameters borked - fix and find upgrad epath
33libpng warning: Ignoring gAMA chunk with gamma=0 47- FEATURE: beside the floorbox, have a recent inventory items box
34allocating id 72 48- fix the pod referencing - L<glossary/space> does not get you anywhere.
35OK 49 * possibly look into auto-marking (wiki-style) certain key sequences.
36set_face 4781 => 72
37libpng warning: Ignoring gAMA chunk with gamma=0
38allocating id 73
39OK
40set_face 4784 => 73
41libpng warning: Ignoring gAMA chunk with gamma=0
42 50
51should be solved/investigated before 1.0 release:
52- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
53- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
54- when in history "mode", completer cannot access completions at all
55- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
56- offer common options such as use_skill sense xxx etc. in inventory via menu?
57- buttons should support hovering visually
58- notebooks should provide visual feedback (support from button class?)
59- floorbox out-of-screen after resizing (schmorp)
60- identify inventory hover slowness and fix it (schmorp)
61- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
62- playerbook/skills should have sensible tooltips with skill descriptions
63- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
64- mapmap (overview) - scroll visible area by clicking/dragging
65- binding window and editor layout broken for long recordings => use scroller
66- maybe open the help viewer on the first start, or a simple dialog that
67 initially lists keybidings for gcfclient converts.
68- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
69- what happened to the dialog being shown when modifiers are pressed, showing
70 keybindings for this modifier?
71
72post-1.0:
73- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
74 (after starting, press quit)
75- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
76- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
77 affect neighbouring visible pixels (border bleeding).
78- examine etc., should use extendeddrawinfo or sth. similar
79- player list from server for tell etc. commands
80- save only dirty cached maps, and save dirty maps != current map
81- look into extendedmapinfo
82- completer should know more about arguments, e.g. cast summon pet monster,
83 or that some commands do not take arguments ("drop all").
84- sliders do not change size after reconfigure.
85- enter runmode when cursor-key repeats (maybe not?)
86- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
87- performance: use texture collections for upstream server data instead if gobs
88 of small textures.
89- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
90
91TEMPORARY SERVER TODO:
92- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
93- palyer peaceful setting should be independen of game peaceful setting
94 (i.e. one should be able to become hostile against guards but still
95 be peaceful - the palyer peaceful would be toggled by priests and shown
96 in who, the game peaceful steting would be toggled by the peaceful command
97 but not otherwise shown).
98- attempt_jump tries to kick jumped-into monster,s but doesn't work
99- 1) If you hide, and someone can see you trying to hide, you'll get a
100 message, even when you can't see that other person.
101- 2) hiding exp is always 1, independant of how difficult it is to hide
102- 3) jumping into monsters does no damage, even though it's supposed to
103 be an attack (mentioned before). You also get no exp for this
104- 10) (feature request): bug/typo/idea commands to automatically log
105 your comments, with the mentioning of the current map (and perhaps an
106 item, if you do 'bug <item>').
107
108
109 #TODO#d# display texture cache
110 {
111 glEnable GL_TEXTURE_2D;
112 glBindTexture GL_TEXTURE_2D, 41;
113 glColor 1, 1, 1, 1;
114 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
115 glEnable GL_BLEND;
116 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
117 glBegin GL_QUADS;
118 glTexCoord 0,1; glVertex 0,0;
119 glTexCoord 1,1; glVertex 255,0;
120 glTexCoord 1,0; glVertex 255,255;
121 glTexCoord 0,0; glVertex 0,255;
122 glEnd;
123 glDisable GL_BLEND;
124 glDisable GL_TEXTURE_2D;
125 }
126
127 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.
128 /*first pass*/
129 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
130 glDepthMask(FALSE); /*disable Z buffer*/
131 if (premultpliedTransparency)
132 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
133 else
134 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
135 /*render the object here*/
136
137 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:
138 /*second pass*/
139 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140 glDepthMask(FALSE); /*disable Z buffer*/
141 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142 /*render the object with alpha replaced with 1-a*/
143
144 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:
145 /*third pass*/
146 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
147 glDepthMask(TRUE); /*enable Z buffer*/
148 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
149 /*render the object with alpha replaced with 1*/
150
151

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