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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.39 by root, Tue Apr 25 13:51:47 2006 UTC vs.
Revision 1.222 by elmex, Fri Jul 28 09:27:33 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- REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is
10- IMPORTANT: user interface (window positions etc.) should be saved, but
11 a) switching modes clears/recreates all widgets (has to, as parameters
12 are not resolution-independent)
13 b) widget layout is nontrivial as to not obscure map
14 c) need better way to center map then middle-button, maybe map overview
15 (but updates will be slow UPDATE updates are not at all slow).
16- IMPORTANT: animate faces in inventory etc.
17 16
18- remove wrap_mode hack from texture and make it a per-texture operation 17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
19- enter runmode when cursor-key repeats 18- spells ordering completely different for different users (maybe stored in hash?)
20- mapmap (overview) 19- identify inventory hover slowness and fix it (schmorp)
21 - convetr to real window 20- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
22 - draw rectangle around visible area 21 => either using bg attribute, or something else. neither way is currently implementable, imho
23 - scroll visible area 22 => or maybe using an extra icon for curses/magic items?)
24 - make size configurable/reesizable 23 offer common options such as use_skill sense xxx etc. in inventory via menu?
25- use real mapmap size in map caching, not hardcoded 250 size 24 make simple inventory filters: most recently added/changed, normal, only unlocked
25- floorbox out-of-screen after resizing (schmorp)
26- skill book - tooltips with description and bind-to-key (schmorp)
27- all dialogs should be closable with "Esc"
28- notebooks should provide visual feedback (support from button class?)
29- buttons should support hovering visually
30- minor: skill list which lets u bind stuff
31- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32
33should be solved/investigated before 1.0 release:
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
37- playerbook/skills should have sensible tooltips with skill descriptions
38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
39- NPC dialog box should have close button which finishes the dialog
40- mapmap (overview) - scroll visible area by clicking/dragging
41- binding window and editor layout broken for long recordings => use scroller
42- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts.
44- maybe support mb4/mb5 on selected widgets to facilitate scrolling
45 (inventory, spell list, messge log...) => marc
46- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
47- but fullscreen => minimize (alt-esc) => no way to go back [windows]
48- spell list => scroll down => "Pickup" => scrollbar not updated
49- what happened to the dialog being shown when modifiers are pressed, showing
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
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
26- save only dirty cached maps, and save dirty maps != current map 61- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 62- look into extendedmapinfo
28- 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,
29- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 64 or that some commands do not take arguments ("drop all").
30- message window layout broken (entry too small). 65- sliders do not change size after reconfigure.
31- mesa-rendering of textview shows only garbage and/or another texture 66- enter runmode when cursor-key repeats (maybe not?)
32- label needs "expected char width" 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
33- toplevel should enforce that windows always be partially visible
34- maybe move window managing functionality into toplevel
35- look into extendeddrawinfo and extendedmapinfo
36- add extenstive tooltips to stats window, basically like a manual :) (resistances missing?)
37- performance: use texture collections for upstream server data instead if gobs 68- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 69 of small textures.
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 affect neighbouring visible pixels (border bleeding).
41 70
42TEMPORARY SERVER TODO: 71TEMPORARY SERVER TODO:
72- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
43- palyer peaceful setting should be independen of game peaceful setting 73- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 74 (i.e. one should be able to become hostile against guards but still
45 be peaceful - the palyer peaceful would be toggled by priests and shown 75 be peaceful - the palyer peaceful would be toggled by priests and shown
46 in who, the game peaceful steting would be toggled by the peaceful command 76 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 77 but not otherwise shown).
48- run flawfinder on cf
49- disable old socket mode in server
50- implement suicide command for server
51- cavehippo wants hashstring to be changed to hash name
52- pippij wants playerstealing to work between hostile players 78- pippij wants playerstealing to work between hostile players
53- schmorp wants to rework the who output format
54- 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
55- 1) If you hide, and someone can see you trying to hide, you'll get a 80- 1) If you hide, and someone can see you trying to hide, you'll get a
56 message, even when you can't see that other person. 81 message, even when you can't see that other person.
57- 2) hiding exp is always 1, independant of how difficult it is to hide 82- 2) hiding exp is always 1, independant of how difficult it is to hide
58- 3) jumping into monsters does no damage, even though it's supposed to 83- 3) jumping into monsters does no damage, even though it's supposed to
59 be an attack (mentioned before). You also get no exp for this 84 be an attack (mentioned before). You also get no exp for this
60- 10) (feature request): bug/typo/idea commands to automatically log 85- 10) (feature request): bug/typo/idea commands to automatically log
61 your comments, with the mentioning of the current map (and perhaps an 86 your comments, with the mentioning of the current map (and perhaps an
62 item, if you do 'bug <item>'). 87 item, if you do 'bug <item>').
63 88
64"workarounded" but not solved: 89
65(- IMPORTANT: move widgets to integer coordinates - fix containers!) 90 #TODO#d# display texture cache
66(- pango fontsize measure and decrease to achieve real pixel height) 91 {
92 glEnable GL_TEXTURE_2D;
93 glBindTexture GL_TEXTURE_2D, 41;
94 glColor 1, 1, 1, 1;
95 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
96 glEnable GL_BLEND;
97 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
98 glBegin GL_QUADS;
99 glTexCoord 0,1; glVertex 0,0;
100 glTexCoord 1,1; glVertex 255,0;
101 glTexCoord 1,0; glVertex 255,255;
102 glTexCoord 0,0; glVertex 0,255;
103 glEnd;
104 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D;
106 }
67 107
68set_face 4783 => 70 108set_face 4783 => 70
69libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
70allocating id 71 110allocating id 71
71OK 111OK
78allocating id 73 118allocating id 73
79OK 119OK
80set_face 4784 => 73 120set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 121libpng warning: Ignoring gAMA chunk with gamma=0
82 122
123 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.
124 /*first pass*/
125 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
126 glDepthMask(FALSE); /*disable Z buffer*/
127 if (premultpliedTransparency)
128 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
129 else
130 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
131 /*render the object here*/
132
133 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:
134 /*second pass*/
135 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
136 glDepthMask(FALSE); /*disable Z buffer*/
137 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
138 /*render the object with alpha replaced with 1-a*/
139
140 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:
141 /*third pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(TRUE); /*enable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1*/
146
147

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