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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.21 by root, Tue Apr 18 21:34:02 2006 UTC vs.
Revision 1.254 by root, Tue Jan 9 22:51:11 2007 UTC

1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html
3
4macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
1http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 6http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
2 7
3- IMPIMPIMP-ORA-ANT: history for commandline :) 8- ganondorf wants the complete to grow, never shrink
4- enter runmode when cursor-key repeats 9- keypad-enter does not do the same as return in text entries
5- mapmap (overview) 10
6 - convetr to real window 11- ice in /whalingoutpost/misc/castle1
7 - draw rectangle around visible area 12 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
8 - scroll visible area 13- PANGO: create upstream-patch for inclusion into pango
9 - make size configurable/reesizable 14- SERVER: document ext/mapinfo and cfplus.ext
10- use real mapmap size in map caching, not hardcoded 250 size 15- SERVER: memleak like hell: probably event-related? (probably not real)
16- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- LONG-TERM: map landmark labels
18- LONG-TERM: player on map name
19
20- player speed is only shown as current, not unencumbered max as in gcfclient
21- IMPORTANT: stats during item creation == crash? (reported by Grak)
22- IMPORTANT: server-protocol/upgrade etc.
23- IMPORTANT: good installation instructions/problem faq.
24- IMPORTANT: database creation parameters borked - fix and find upgrad epath
25- FEATURE: beside the floorbox, have a recent inventory items box
26- fix the pod referencing - L<glossary/space> does not get you anywhere.
27 * possibly look into auto-marking (wiki-style) certain key sequences.
28
29should be solved/investigated before 1.0 release:
30- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
31- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
32- when in history "mode", completer cannot access completions at all
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- offer common options such as use_skill sense xxx etc. in inventory via menu?
35- buttons should support hovering visually
36- notebooks should provide visual feedback (support from button class?)
37- floorbox out-of-screen after resizing (schmorp)
38- identify inventory hover slowness and fix it (schmorp)
39- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
40- playerbook/skills should have sensible tooltips with skill descriptions
41- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
42- mapmap (overview) - scroll visible area by clicking/dragging
43- binding window and editor layout broken for long recordings => use scroller
44- maybe open the help viewer on the first start, or a simple dialog that
45 initially lists keybidings for gcfclient converts.
46- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
47- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier?
49
50post-1.0:
51- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
52 (after starting, press quit)
53- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
54- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
55 affect neighbouring visible pixels (border bleeding).
56- examine etc., should use extendeddrawinfo or sth. similar
57- player list from server for tell etc. commands
11- save only dirty cached maps, and save dirty maps != current map 58- save only dirty cached maps, and save dirty maps != current map
12- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 59- look into extendedmapinfo
13- the stats for the gauges which get into the stats_update function are somehow weird 60- completer should know more about arguments, e.g. cast summon pet monster,
14- IMPORTANT: map scroll darken code does not work 61 or that some commands do not take arguments ("drop all").
15- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 62- sliders do not change size after reconfigure.
16- message window layout broken (entry too small). 63- enter runmode when cursor-key repeats (maybe not?)
17- mesa-rendering of textview shows only garbage and/or another texture 64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
18- IMPORTANT: user interface (window positions etc.) should be saved, but 65- performance: use texture collections for upstream server data instead if gobs
19 a) switching modes clears/recreates all widgets (has to, as parameters 66 of small textures.
20 are not resolution-independent) 67- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24- labels are generally shown too small
25- labels have an extra " " at the end that affects size calculations(?)
26- label needs "expected char width"
27- make font description copy: font size changes hurt A LOT (really?)
28- toplevel should enforce that windows always be partially visible
29- maybe move window managing functionality into toplevel
30 68
31- cavehippo wants hashstring to be changed to hash name 69TEMPORARY SERVER TODO:
32- pippij wants playerstealing to work between hostile players 70- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
33- schmorp wants to rework the who output format 71- palyer peaceful setting should be independen of game peaceful setting
72 (i.e. one should be able to become hostile against guards but still
73 be peaceful - the palyer peaceful would be toggled by priests and shown
74 in who, the game peaceful steting would be toggled by the peaceful command
75 but not otherwise shown).
76- attempt_jump tries to kick jumped-into monster,s but doesn't work
77- 1) If you hide, and someone can see you trying to hide, you'll get a
78 message, even when you can't see that other person.
79- 2) hiding exp is always 1, independant of how difficult it is to hide
80- 3) jumping into monsters does no damage, even though it's supposed to
81 be an attack (mentioned before). You also get no exp for this
82- 10) (feature request): bug/typo/idea commands to automatically log
83 your comments, with the mentioning of the current map (and perhaps an
84 item, if you do 'bug <item>').
34 85
35"workarounded" but not solved:
36(- IMPORTANT: move widgets to integer coordinates - fix containers!)
37(- pango fontsize measure and decrease to achieve real pixel height)
38 86
39set_face 4783 => 70 87 #TODO#d# display texture cache
40libpng warning: Ignoring gAMA chunk with gamma=0 88 {
41allocating id 71 89 glEnable GL_TEXTURE_2D;
42OK 90 glBindTexture GL_TEXTURE_2D, 41;
43set_face 4782 => 71 91 glColor 1, 1, 1, 1;
44libpng warning: Ignoring gAMA chunk with gamma=0 92 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
45allocating id 72 93 glEnable GL_BLEND;
46OK 94 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
47set_face 4781 => 72 95 glBegin GL_QUADS;
48libpng warning: Ignoring gAMA chunk with gamma=0 96 glTexCoord 0,1; glVertex 0,0;
49allocating id 73 97 glTexCoord 1,1; glVertex 255,0;
50OK 98 glTexCoord 1,0; glVertex 255,255;
51set_face 4784 => 73 99 glTexCoord 0,0; glVertex 0,255;
52libpng warning: Ignoring gAMA chunk with gamma=0 100 glEnd;
101 glDisable GL_BLEND;
102 glDisable GL_TEXTURE_2D;
103 }
53 104
105 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.
106 /*first pass*/
107 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
108 glDepthMask(FALSE); /*disable Z buffer*/
109 if (premultpliedTransparency)
110 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
111 else
112 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
113 /*render the object here*/
114
115 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:
116 /*second pass*/
117 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
118 glDepthMask(FALSE); /*disable Z buffer*/
119 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
120 /*render the object with alpha replaced with 1-a*/
121
122 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:
123 /*third pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(TRUE); /*enable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1*/
128
129

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