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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.33 by elmex, Mon Apr 24 08:44:23 2006 UTC vs.
Revision 1.226 by elmex, Sun Jul 30 12:51:31 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: slider should clip to valid range properly 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: user interface (window positions etc.) should be saved, but 712:17 <@schmorp> will have to do that for gce too
5 a) switching modes clears/recreates all widgets (has to, as parameters 812:17 <@schmorp> remind me of it
6 are not resolution-independent) 912:17 <@schmorp> qwhen i next bundle it
7 b) widget layout is nontrivial as to not obscure map
8 c) need better way to center map then middle-button, maybe map overview
9 (but updates will be slow UPDATE updates are not at all slow).
10 10
11- enter runmode when cursor-key repeats 11- PANGO: create upstream-patch for inclusion into pango
12- mapmap (overview) 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13 - convetr to real window 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14 - draw rectangle around visible area 14- SERVER: document ext/mapinfo and cfplus.ext
15 - scroll visible area 15- SERVER: utf8-ify client-side messages
16 - make size configurable/reesizable 16
17- use real mapmap size in map caching, not hardcoded 250 size 17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
18- skill book - tooltips with description (schmorp)
19- IMPORTANT: server-protocol/upgrade etc.
20- IMPORTANT: good installation instructions/problem faq.
21
22should be solved/investigated before 1.0 release:
23- offer common options such as use_skill sense xxx etc. in inventory via menu?
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- buttons should support hovering visually
26- notebooks should provide visual feedback (support from button class?)
27- floorbox out-of-screen after resizing (schmorp)
28- identify inventory hover slowness and fix it (schmorp)
29- use more graphical frames/separators to make dialogs more eye-pleasing/clean
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
32- playerbook/skills should have sensible tooltips with skill descriptions
33- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
34- NPC dialog box should have close button which finishes the dialog
35- mapmap (overview) - scroll visible area by clicking/dragging
36- binding window and editor layout broken for long recordings => use scroller
37- maybe open the help viewer on the first start, or a simple dialog that
38 initially lists keybidings for gcfclient converts.
39- maybe support mb4/mb5 on selected widgets to facilitate scrolling
40 (inventory, spell list, messge log...) => marc
41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
42- but fullscreen => minimize (alt-esc) => no way to go back [windows]
43- spell list => scroll down => "Pickup" => scrollbar not updated
44- what happened to the dialog being shown when modifiers are pressed, showing
45 keybindings for this modifier?
46- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
47
48post-1.0:
49- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
50 (after starting, press quit)
51- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
52- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
53 affect neighbouring visible pixels (border bleeding).
54- examine etc., should use extendeddrawinfo or sth. similar
55- player list from server for tell etc. commands
18- save only dirty cached maps, and save dirty maps != current map 56- save only dirty cached maps, and save dirty maps != current map
19- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 57- look into extendedmapinfo
20- the stats for the gauges which get into the stats_update function are somehow weird 58- completer should know more about arguments, e.g. cast summon pet monster,
21- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 59 or that some commands do not take arguments ("drop all").
22- message window layout broken (entry too small). 60- sliders do not change size after reconfigure.
23- mesa-rendering of textview shows only garbage and/or another texture 61- enter runmode when cursor-key repeats (maybe not?)
24- label needs "expected char width" 62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
25- toplevel should enforce that windows always be partially visible 63- performance: use texture collections for upstream server data instead if gobs
26- maybe move window managing functionality into toplevel 64 of small textures.
27- look into extendeddrawinfo and extendedmapinfo
28 65
29TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
30- palyer peaceful setting should be independen of game peaceful setting 68- palyer peaceful setting should be independen of game peaceful setting
31 (i.e. one should be able to become hostile against guards but still 69 (i.e. one should be able to become hostile against guards but still
32 be peaceful - the palyer peaceful would be toggled by priests and shown 70 be peaceful - the palyer peaceful would be toggled by priests and shown
33 in who, the game peaceful steting would be toggled by the peaceful command 71 in who, the game peaceful steting would be toggled by the peaceful command
34 but not otherwise shown). 72 but not otherwise shown).
35- run flawfinder on cf
36- disable old socket mode in server
37- implement suicide command for server
38- cavehippo wants hashstring to be changed to hash name
39- pippij wants playerstealing to work between hostile players 73- pippij wants playerstealing to work between hostile players
40- schmorp wants to rework the who output format
41- attempt_jump tries to kick jumped-into monster,s but doesn't work 74- attempt_jump tries to kick jumped-into monster,s but doesn't work
42- 1) If you hide, and someone can see you trying to hide, you'll get a 75- 1) If you hide, and someone can see you trying to hide, you'll get a
43 message, even when you can't see that other person. 76 message, even when you can't see that other person.
44- 2) hiding exp is always 1, independant of how difficult it is to hide 77- 2) hiding exp is always 1, independant of how difficult it is to hide
45- 3) jumping into monsters does no damage, even though it's supposed to 78- 3) jumping into monsters does no damage, even though it's supposed to
46 be an attack (mentioned before). You also get no exp for this 79 be an attack (mentioned before). You also get no exp for this
47- 10) (feature request): bug/typo/idea commands to automatically log 80- 10) (feature request): bug/typo/idea commands to automatically log
48 your comments, with the mentioning of the current map (and perhaps an 81 your comments, with the mentioning of the current map (and perhaps an
49 item, if you do 'bug <item>'). 82 item, if you do 'bug <item>').
50 83
51"workarounded" but not solved: 84
52(- IMPORTANT: move widgets to integer coordinates - fix containers!) 85 #TODO#d# display texture cache
53(- pango fontsize measure and decrease to achieve real pixel height) 86 {
87 glEnable GL_TEXTURE_2D;
88 glBindTexture GL_TEXTURE_2D, 41;
89 glColor 1, 1, 1, 1;
90 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
91 glEnable GL_BLEND;
92 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
93 glBegin GL_QUADS;
94 glTexCoord 0,1; glVertex 0,0;
95 glTexCoord 1,1; glVertex 255,0;
96 glTexCoord 1,0; glVertex 255,255;
97 glTexCoord 0,0; glVertex 0,255;
98 glEnd;
99 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D;
101 }
54 102
55set_face 4783 => 70 103set_face 4783 => 70
56libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
57allocating id 71 105allocating id 71
58OK 106OK
65allocating id 73 113allocating id 73
66OK 114OK
67set_face 4784 => 73 115set_face 4784 => 73
68libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
69 117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142

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