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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.37 by root, Tue Apr 25 12:56:34 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
312:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
412:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
7 10
11- PANGO: create upstream-patch for inclusion into pango
12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
8 14
9- IMPORTANT: slider should clip to valid range properly 15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
10- IMPORTANT: user interface (window positions etc.) should be saved, but 16- spells ordering completely different for different users (maybe stored in hash?)
11 a) switching modes clears/recreates all widgets (has to, as parameters 17- identify inventory hover slowness and fix it (schmorp)
12 are not resolution-independent) 18- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
13 b) widget layout is nontrivial as to not obscure map 19 => either using bg attribute, or something else. neither way is currently implementable, imho
14 c) need better way to center map then middle-button, maybe map overview 20 => or maybe using an extra icon for curses/magic items?)
15 (but updates will be slow UPDATE updates are not at all slow). 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!!!!!!!!!!!!!!!!!!
16 31
17- enter runmode when cursor-key repeats 32should be solved/investigated before 1.0 release:
18- mapmap (overview) 33- use more graphical frames/separators to make dialogs more eye-pleasing/clean
19 - convetr to real window 34- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
20 - draw rectangle around visible area 35- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
21 - scroll visible area 36- playerbook/skills should have sensible tooltips with skill descriptions
22 - make size configurable/reesizable 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
23- use real mapmap size in map caching, not hardcoded 250 size 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
24- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
25- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 61- look into extendedmapinfo
26- 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,
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 63 or that some commands do not take arguments ("drop all").
28- message window layout broken (entry too small). 64- sliders do not change size after reconfigure.
29- mesa-rendering of textview shows only garbage and/or another texture 65- enter runmode when cursor-key repeats (maybe not?)
30- label needs "expected char width" 66- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
31- toplevel should enforce that windows always be partially visible
32- maybe move window managing functionality into toplevel
33- look into extendeddrawinfo and extendedmapinfo
34- add extenstive tooltips to stats window, basically like a manual :) (resistances missing?)
35- performance: use texture collections for upstream server data instead if gobs 67- performance: use texture collections for upstream server data instead if gobs
36 of small textures. 68 of small textures.
37- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
38 affect neighbouring visible pixels (border bleeding).
39 69
40TEMPORARY SERVER TODO: 70TEMPORARY SERVER TODO:
71- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
41- palyer peaceful setting should be independen of game peaceful setting 72- palyer peaceful setting should be independen of game peaceful setting
42 (i.e. one should be able to become hostile against guards but still 73 (i.e. one should be able to become hostile against guards but still
43 be peaceful - the palyer peaceful would be toggled by priests and shown 74 be peaceful - the palyer peaceful would be toggled by priests and shown
44 in who, the game peaceful steting would be toggled by the peaceful command 75 in who, the game peaceful steting would be toggled by the peaceful command
45 but not otherwise shown). 76 but not otherwise shown).
46- run flawfinder on cf
47- disable old socket mode in server
48- implement suicide command for server
49- cavehippo wants hashstring to be changed to hash name
50- pippij wants playerstealing to work between hostile players 77- pippij wants playerstealing to work between hostile players
51- schmorp wants to rework the who output format
52- 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
53- 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
54 message, even when you can't see that other person. 80 message, even when you can't see that other person.
55- 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
56- 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
57 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
58- 10) (feature request): bug/typo/idea commands to automatically log 84- 10) (feature request): bug/typo/idea commands to automatically log
59 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
60 item, if you do 'bug <item>'). 86 item, if you do 'bug <item>').
61 87
62"workarounded" but not solved: 88
63(- IMPORTANT: move widgets to integer coordinates - fix containers!) 89 #TODO#d# display texture cache
64(- 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 }
65 106
66set_face 4783 => 70 107set_face 4783 => 70
67libpng warning: Ignoring gAMA chunk with gamma=0 108libpng warning: Ignoring gAMA chunk with gamma=0
68allocating id 71 109allocating id 71
69OK 110OK
76allocating id 73 117allocating id 73
77OK 118OK
78set_face 4784 => 73 119set_face 4784 => 73
79libpng warning: Ignoring gAMA chunk with gamma=0 120libpng warning: Ignoring gAMA chunk with gamma=0
80 121
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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