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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 1.258 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- IMPIMPIMP-ORA-ANT: history for commandline :) 25- improve smoothing implementation to be cleaner and more efficient.
4- enter runmode when cursor-key repeats 26- make smoothing a separate setting, or depend on fast&ugly.
5- mapmap (overview) 27
6 - convetr to real window 28- automccompleter should vanish when its losing focus
7 - draw rectangle around visible area 29- allow inventory window to be stacked vertically, maybe?
8 - scroll visible area 30- ganondorf wants the complete to grow, never shrink
9 - make size configurable/reesizable 31- keypad-enter does not do the same as return in text entries
10- use real mapmap size in map caching, not hardcoded 250 size 32
33- ice in /whalingoutpost/misc/castle1
34 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
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
41
42- player speed is only shown as current, not unencumbered max as in gcfclient
43- IMPORTANT: stats during item creation == crash? (reported by Grak)
44- IMPORTANT: server-protocol/upgrade etc.
45- IMPORTANT: good installation instructions/problem faq.
46- IMPORTANT: database creation parameters borked - fix and find upgrad epath
47- FEATURE: beside the floorbox, have a recent inventory items box
48- fix the pod referencing - L<glossary/space> does not get you anywhere.
49 * possibly look into auto-marking (wiki-style) certain key sequences.
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
11- save only dirty cached maps, and save dirty maps != current map 80- 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 81- look into extendedmapinfo
13- the stats for the gauges which get into the stats_update function are somehow weird 82- completer should know more about arguments, e.g. cast summon pet monster,
14- IMPORTANT: map scroll darken code does not work 83 or that some commands do not take arguments ("drop all").
15- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 84- sliders do not change size after reconfigure.
16- message window layout broken (entry too small). 85- enter runmode when cursor-key repeats (maybe not?)
17- mesa-rendering of textview shows only garbage and/or another texture 86- 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 87- performance: use texture collections for upstream server data instead if gobs
19 a) switching modes clears/recreates all widgets (has to, as parameters 88 of small textures.
20 are not resolution-independent) 89- 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 90
31- cavehippo wants hashstring to be changed to hash name 91TEMPORARY SERVER TODO:
32- pippij wants playerstealing to work between hostile players 92- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
33- schmorp wants to rework the who output format 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>').
34 107
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)
38 108
39set_face 4783 => 70 109 #TODO#d# display texture cache
40libpng warning: Ignoring gAMA chunk with gamma=0 110 {
41allocating id 71 111 glEnable GL_TEXTURE_2D;
42OK 112 glBindTexture GL_TEXTURE_2D, 41;
43set_face 4782 => 71 113 glColor 1, 1, 1, 1;
44libpng warning: Ignoring gAMA chunk with gamma=0 114 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
45allocating id 72 115 glEnable GL_BLEND;
46OK 116 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
47set_face 4781 => 72 117 glBegin GL_QUADS;
48libpng warning: Ignoring gAMA chunk with gamma=0 118 glTexCoord 0,1; glVertex 0,0;
49allocating id 73 119 glTexCoord 1,1; glVertex 255,0;
50OK 120 glTexCoord 1,0; glVertex 255,255;
51set_face 4784 => 73 121 glTexCoord 0,0; glVertex 0,255;
52libpng warning: Ignoring gAMA chunk with gamma=0 122 glEnd;
123 glDisable GL_BLEND;
124 glDisable GL_TEXTURE_2D;
125 }
53 126
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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