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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.29 by root, Mon Apr 24 02:41:47 2006 UTC vs.
Revision 1.220 by root, Mon Jul 24 04:24:42 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: negative grace points look weird in gauge 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: grace points > max grace should be displayed properly (different texture sets?) 712:17 <@schmorp> will have to do that for gce too
5- IMPORTANT: slider should clip to valid range properly 812:17 <@schmorp> remind me of it
6- IMPIMPIMP-ORA-ANT: history for commandline :) 912:17 <@schmorp> qwhen i next bundle it
7- IMPORTANT: user interface (window positions etc.) should be saved, but
8 a) switching modes clears/recreates all widgets (has to, as parameters
9 are not resolution-independent)
10 b) widget layout is nontrivial as to not obscure map
11 c) need better way to center map then middle-button, maybe map overview
12 (but updates will be slow UPDATE updates are not at all slow).
13 10
14- enter runmode when cursor-key repeats 11- PANGO: create upstream-patch for inclusion into pango
15- mapmap (overview) 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
16 - convetr to real window 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
17 - draw rectangle around visible area 14
18 - scroll visible area 15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
19 - make size configurable/reesizable 16- spells ordering completely different for different users (maybe stored in hash?)
20- use real mapmap size in map caching, not hardcoded 250 size 17- identify inventory hover slowness and fix it (schmorp)
18- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
19 => either using bg attribute, or something else. neither way is currently implementable, imho
20 => or maybe using an extra icon for curses/magic items?)
21 offer common options such as use_skill sense xxx etc. in inventory via menu?
22 make simple inventory filters: most recently added/changed, normal, only unlocked
23- floorbox out-of-screen after resizing (schmorp)
24- skill book - tooltips with description and bind-to-key (schmorp)
25- all dialogs should be closable with "Esc"
26- maybe Quit menu point into map menu (with dialog when logged in, as usual?)
27- notebooks should provide visual feedback (support from button class?)
28- buttons should support hovering visually
29- minor: skill list which lets u bind stuff
30- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
31
32should be solved/investigated before 1.0 release:
33- use more graphical frames/separators to make dialogs more eye-pleasing/clean
34- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
35- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
36- playerbook/skills should have sensible tooltips with skill descriptions
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- NPC dialog box should have close button which finishes the dialog
39- mapmap (overview) - scroll visible area by clicking/dragging
40- binding window and editor layout broken for long recordings => use scroller
41- maybe open the help viewer on the first start, or a simple dialog that
42 initially lists keybidings for gcfclient converts.
43- maybe support mb4/mb5 on selected widgets to facilitate scrolling
44 (inventory, spell list, messge log...) => marc
45- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
46- but fullscreen => minimize (alt-esc) => no way to go back [windows]
47- spell list => scroll down => "Pickup" => scrollbar not updated
48- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier?
50- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
51
52post-1.0:
53- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
54 (after starting, press quit)
55- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
56- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
57 affect neighbouring visible pixels (border bleeding).
58- examine etc., should use extendeddrawinfo or sth. similar
59- player list from server for tell etc. commands
21- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
22- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 61- look into extendedmapinfo
23- the stats for the gauges which get into the stats_update function are somehow weird 62- completer should know more about arguments, e.g. cast summon pet monster,
24- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 63 or that some commands do not take arguments ("drop all").
25- message window layout broken (entry too small). 64- sliders do not change size after reconfigure.
26- mesa-rendering of textview shows only garbage and/or another texture 65- enter runmode when cursor-key repeats (maybe not?)
27- label needs "expected char width" 66- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
28- toplevel should enforce that windows always be partially visible 67- performance: use texture collections for upstream server data instead if gobs
29- maybe move window managing functionality into toplevel 68 of small textures.
30 69
31TEMPORARY SERVER TODO: 70TEMPORARY SERVER TODO:
32- run flawfinder on cf 71- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
33- disable old socket mode in server 72- palyer peaceful setting should be independen of game peaceful setting
34- implement suicide command for server 73 (i.e. one should be able to become hostile against guards but still
35- cavehippo wants hashstring to be changed to hash name 74 be peaceful - the palyer peaceful would be toggled by priests and shown
75 in who, the game peaceful steting would be toggled by the peaceful command
76 but not otherwise shown).
36- pippij wants playerstealing to work between hostile players 77- pippij wants playerstealing to work between hostile players
37- schmorp wants to rework the who output format
38- attempt_jump tries to kick jumped-into monster,s but doesn't work 78- attempt_jump tries to kick jumped-into monster,s but doesn't work
39- 1) If you hide, and someone can see you trying to hide, you'll get a 79- 1) If you hide, and someone can see you trying to hide, you'll get a
40 message, even when you can't see that other person. 80 message, even when you can't see that other person.
41- 2) hiding exp is always 1, independant of how difficult it is to hide 81- 2) hiding exp is always 1, independant of how difficult it is to hide
42- 3) jumping into monsters does no damage, even though it's supposed to 82- 3) jumping into monsters does no damage, even though it's supposed to
43 be an attack (mentioned before). You also get no exp for this 83 be an attack (mentioned before). You also get no exp for this
44- 10) (feature request): bug/typo/idea commands to automatically log 84- 10) (feature request): bug/typo/idea commands to automatically log
45 your comments, with the mentioning of the current map (and perhaps an 85 your comments, with the mentioning of the current map (and perhaps an
46 item, if you do 'bug <item>'). 86 item, if you do 'bug <item>').
47 87
48"workarounded" but not solved: 88
49(- IMPORTANT: move widgets to integer coordinates - fix containers!) 89 #TODO#d# display texture cache
50(- pango fontsize measure and decrease to achieve real pixel height) 90 {
91 glEnable GL_TEXTURE_2D;
92 glBindTexture GL_TEXTURE_2D, 41;
93 glColor 1, 1, 1, 1;
94 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
95 glEnable GL_BLEND;
96 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
97 glBegin GL_QUADS;
98 glTexCoord 0,1; glVertex 0,0;
99 glTexCoord 1,1; glVertex 255,0;
100 glTexCoord 1,0; glVertex 255,255;
101 glTexCoord 0,0; glVertex 0,255;
102 glEnd;
103 glDisable GL_BLEND;
104 glDisable GL_TEXTURE_2D;
105 }
51 106
52set_face 4783 => 70 107set_face 4783 => 70
53libpng warning: Ignoring gAMA chunk with gamma=0 108libpng warning: Ignoring gAMA chunk with gamma=0
54allocating id 71 109allocating id 71
55OK 110OK
62allocating id 73 117allocating id 73
63OK 118OK
64set_face 4784 => 73 119set_face 4784 => 73
65libpng warning: Ignoring gAMA chunk with gamma=0 120libpng warning: Ignoring gAMA chunk with gamma=0
66 121
122 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.
123 /*first pass*/
124 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 if (premultpliedTransparency)
127 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
128 else
129 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
130 /*render the object here*/
131
132 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:
133 /*second pass*/
134 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
135 glDepthMask(FALSE); /*disable Z buffer*/
136 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
137 /*render the object with alpha replaced with 1-a*/
138
139 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:
140 /*third pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(TRUE); /*enable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1*/
145
146

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