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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 1.221 by elmex, Mon Jul 24 12:25:08 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- notebooks should provide visual feedback (support from button class?)
27- buttons should support hovering visually
28- minor: skill list which lets u bind stuff
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
16 30
17- enter runmode when cursor-key repeats 31should be solved/investigated before 1.0 release:
18- mapmap (overview) 32- use more graphical frames/separators to make dialogs more eye-pleasing/clean
19 - convetr to real window 33- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
20 - draw rectangle around visible area 34- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
21 - scroll visible area 35- playerbook/skills should have sensible tooltips with skill descriptions
22 - make size configurable/reesizable 36- 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 37- NPC dialog box should have close button which finishes the dialog
38- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42- maybe support mb4/mb5 on selected widgets to facilitate scrolling
43 (inventory, spell list, messge log...) => marc
44- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
45- but fullscreen => minimize (alt-esc) => no way to go back [windows]
46- spell list => scroll down => "Pickup" => scrollbar not updated
47- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier?
49- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
50
51post-1.0:
52- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
53 (after starting, press quit)
54- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56 affect neighbouring visible pixels (border bleeding).
57- examine etc., should use extendeddrawinfo or sth. similar
58- player list from server for tell etc. commands
24- save only dirty cached maps, and save dirty maps != current map 59- 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 60- look into extendedmapinfo
26- the stats for the gauges which get into the stats_update function are somehow weird 61- 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 62 or that some commands do not take arguments ("drop all").
28- message window layout broken (entry too small). 63- sliders do not change size after reconfigure.
29- mesa-rendering of textview shows only garbage and/or another texture 64- enter runmode when cursor-key repeats (maybe not?)
30- label needs "expected char width" 65- 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 66- performance: use texture collections for upstream server data instead if gobs
36 of small textures. 67 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 68
40TEMPORARY SERVER TODO: 69TEMPORARY SERVER TODO:
70- 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 71- palyer peaceful setting should be independen of game peaceful setting
42 (i.e. one should be able to become hostile against guards but still 72 (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 73 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 74 in who, the game peaceful steting would be toggled by the peaceful command
45 but not otherwise shown). 75 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 76- 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 77- 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 78- 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. 79 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 80- 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 81- 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 82 be an attack (mentioned before). You also get no exp for this
58- 10) (feature request): bug/typo/idea commands to automatically log 83- 10) (feature request): bug/typo/idea commands to automatically log
59 your comments, with the mentioning of the current map (and perhaps an 84 your comments, with the mentioning of the current map (and perhaps an
60 item, if you do 'bug <item>'). 85 item, if you do 'bug <item>').
61 86
62"workarounded" but not solved: 87
63(- IMPORTANT: move widgets to integer coordinates - fix containers!) 88 #TODO#d# display texture cache
64(- pango fontsize measure and decrease to achieve real pixel height) 89 {
90 glEnable GL_TEXTURE_2D;
91 glBindTexture GL_TEXTURE_2D, 41;
92 glColor 1, 1, 1, 1;
93 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
94 glEnable GL_BLEND;
95 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
96 glBegin GL_QUADS;
97 glTexCoord 0,1; glVertex 0,0;
98 glTexCoord 1,1; glVertex 255,0;
99 glTexCoord 1,0; glVertex 255,255;
100 glTexCoord 0,0; glVertex 0,255;
101 glEnd;
102 glDisable GL_BLEND;
103 glDisable GL_TEXTURE_2D;
104 }
65 105
66set_face 4783 => 70 106set_face 4783 => 70
67libpng warning: Ignoring gAMA chunk with gamma=0 107libpng warning: Ignoring gAMA chunk with gamma=0
68allocating id 71 108allocating id 71
69OK 109OK
76allocating id 73 116allocating id 73
77OK 117OK
78set_face 4784 => 73 118set_face 4784 => 73
79libpng warning: Ignoring gAMA chunk with gamma=0 119libpng warning: Ignoring gAMA chunk with gamma=0
80 120
121 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.
122 /*first pass*/
123 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 if (premultpliedTransparency)
126 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
127 else
128 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
129 /*render the object here*/
130
131 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:
132 /*second pass*/
133 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
134 glDepthMask(FALSE); /*disable Z buffer*/
135 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
136 /*render the object with alpha replaced with 1-a*/
137
138 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:
139 /*third pass*/
140 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
141 glDepthMask(TRUE); /*enable Z buffer*/
142 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
143 /*render the object with alpha replaced with 1*/
144
145

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