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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.22 by root, Wed Apr 19 06:06:43 2006 UTC vs.
Revision 1.256 by root, Tue Mar 13 01:19:33 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- display opengl renderer for troubleshooting
4- enter runmode when cursor-key repeats 9- automccompleter should vanish when its losing focus
5- mapmap (overview) 10- allow inventory window to be stacked vertically, maybe?
6 - convetr to real window 11- ganondorf wants the complete to grow, never shrink
7 - draw rectangle around visible area 12- keypad-enter does not do the same as return in text entries
8 - scroll visible area 13
9 - make size configurable/reesizable 14- ice in /whalingoutpost/misc/castle1
10- use real mapmap size in map caching, not hardcoded 250 size 15 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
16- PANGO: create upstream-patch for inclusion into pango
17- SERVER: document ext/mapinfo and cfplus.ext
18- SERVER: memleak like hell: probably event-related? (probably not real)
19- LONG-TERM: party member health etc. status (needs player list, then trivial)
20- LONG-TERM: map landmark labels
21- LONG-TERM: player on map name
22
23- player speed is only shown as current, not unencumbered max as in gcfclient
24- IMPORTANT: stats during item creation == crash? (reported by Grak)
25- IMPORTANT: server-protocol/upgrade etc.
26- IMPORTANT: good installation instructions/problem faq.
27- IMPORTANT: database creation parameters borked - fix and find upgrad epath
28- FEATURE: beside the floorbox, have a recent inventory items box
29- fix the pod referencing - L<glossary/space> does not get you anywhere.
30 * possibly look into auto-marking (wiki-style) certain key sequences.
31
32should be solved/investigated before 1.0 release:
33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
35- when in history "mode", completer cannot access completions at all
36- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
37- offer common options such as use_skill sense xxx etc. in inventory via menu?
38- buttons should support hovering visually
39- notebooks should provide visual feedback (support from button class?)
40- floorbox out-of-screen after resizing (schmorp)
41- identify inventory hover slowness and fix it (schmorp)
42- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
43- playerbook/skills should have sensible tooltips with skill descriptions
44- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
45- mapmap (overview) - scroll visible area by clicking/dragging
46- binding window and editor layout broken for long recordings => use scroller
47- maybe open the help viewer on the first start, or a simple dialog that
48 initially lists keybidings for gcfclient converts.
49- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
52
53post-1.0:
54- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
55 (after starting, press quit)
56- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
58 affect neighbouring visible pixels (border bleeding).
59- examine etc., should use extendeddrawinfo or sth. similar
60- player list from server for tell etc. commands
11- save only dirty cached maps, and save dirty maps != current map 61- 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 62- look into extendedmapinfo
13- the stats for the gauges which get into the stats_update function are somehow weird 63- completer should know more about arguments, e.g. cast summon pet monster,
14- IMPORTANT: map scroll darken code does not work 64 or that some commands do not take arguments ("drop all").
15- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 65- sliders do not change size after reconfigure.
16- message window layout broken (entry too small). 66- enter runmode when cursor-key repeats (maybe not?)
17- mesa-rendering of textview shows only garbage and/or another texture 67- 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 68- performance: use texture collections for upstream server data instead if gobs
19 a) switching modes clears/recreates all widgets (has to, as parameters 69 of small textures.
20 are not resolution-independent) 70- 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- label needs "expected char width"
25- toplevel should enforce that windows always be partially visible
26- maybe move window managing functionality into toplevel
27 71
28- cavehippo wants hashstring to be changed to hash name 72TEMPORARY SERVER TODO:
29- pippij wants playerstealing to work between hostile players 73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
30- schmorp wants to rework the who output format 74- palyer peaceful setting should be independen of game peaceful setting
75 (i.e. one should be able to become hostile against guards but still
76 be peaceful - the palyer peaceful would be toggled by priests and shown
77 in who, the game peaceful steting would be toggled by the peaceful command
78 but not otherwise shown).
31- attempt_jump tries to kick jumped-into monster,s but doesn't work 79- attempt_jump tries to kick jumped-into monster,s but doesn't work
80- 1) If you hide, and someone can see you trying to hide, you'll get a
81 message, even when you can't see that other person.
82- 2) hiding exp is always 1, independant of how difficult it is to hide
83- 3) jumping into monsters does no damage, even though it's supposed to
84 be an attack (mentioned before). You also get no exp for this
85- 10) (feature request): bug/typo/idea commands to automatically log
86 your comments, with the mentioning of the current map (and perhaps an
87 item, if you do 'bug <item>').
32 88
33"workarounded" but not solved:
34(- IMPORTANT: move widgets to integer coordinates - fix containers!)
35(- pango fontsize measure and decrease to achieve real pixel height)
36 89
37set_face 4783 => 70 90 #TODO#d# display texture cache
38libpng warning: Ignoring gAMA chunk with gamma=0 91 {
39allocating id 71 92 glEnable GL_TEXTURE_2D;
40OK 93 glBindTexture GL_TEXTURE_2D, 41;
41set_face 4782 => 71 94 glColor 1, 1, 1, 1;
42libpng warning: Ignoring gAMA chunk with gamma=0 95 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
43allocating id 72 96 glEnable GL_BLEND;
44OK 97 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
45set_face 4781 => 72 98 glBegin GL_QUADS;
46libpng warning: Ignoring gAMA chunk with gamma=0 99 glTexCoord 0,1; glVertex 0,0;
47allocating id 73 100 glTexCoord 1,1; glVertex 255,0;
48OK 101 glTexCoord 1,0; glVertex 255,255;
49set_face 4784 => 73 102 glTexCoord 0,0; glVertex 0,255;
50libpng warning: Ignoring gAMA chunk with gamma=0 103 glEnd;
104 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D;
106 }
51 107
108 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.
109 /*first pass*/
110 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 if (premultpliedTransparency)
113 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
114 else
115 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
116 /*render the object here*/
117
118 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:
119 /*second pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1-a*/
124
125 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:
126 /*third pass*/
127 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
128 glDepthMask(TRUE); /*enable Z buffer*/
129 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
130 /*render the object with alpha replaced with 1*/
131
132

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