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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.45 by root, Mon May 8 17:23:06 2006 UTC vs.
Revision 1.229 by root, Wed Aug 2 11:24:13 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
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 11- PANGO: create upstream-patch for inclusion into pango
9- IMPORTANT: slider should clip to valid range properly 12- SERVER: document ext/mapinfo and cfplus.ext
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13- SERVER: memleak like hell: probably event-related?
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- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt
18 ein savebed aufzusuchen.
19- IMPORTANT: verify and correct connection-dependent texture management
20 14
15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
16- skill book - tooltips with description (schmorp)
17- IMPORTANT: server-protocol/upgrade etc.
18- IMPORTANT: good installation instructions/problem faq.
19
21should be solved/investitaged before release: 20should be solved/investigated before 1.0 release:
21- <tt> not working on windows ?!
22- IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219.
23 ^^^^ when pressing shift-insert
24- offer common options such as use_skill sense xxx etc. in inventory via menu?
25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
26- buttons should support hovering visually
27- notebooks should provide visual feedback (support from button class?)
28- floorbox out-of-screen after resizing (schmorp)
29- identify inventory hover slowness and fix it (schmorp)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean
31- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
33- playerbook/skills should have sensible tooltips with skill descriptions
34- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
35- NPC dialog box should have close button which finishes the dialog
36- mapmap (overview) - scroll visible area by clicking/dragging
37- binding window and editor layout broken for long recordings => use scroller
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
40- maybe support mb4/mb5 on selected widgets to facilitate scrolling
41 (inventory, spell list, messge log...) => marc
42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- but fullscreen => minimize (alt-esc) => no way to go back [windows]
44- spell list => scroll down => "Pickup" => scrollbar not updated
45- what happened to the dialog being shown when modifiers are pressed, showing
46 keybindings for this modifier?
47- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
48
49post-1.0:
22- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 50- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
23 (after starting, pressing ogin with connection refused, then close window) 51 (after starting, press quit)
24- remove wrap_mode hack from texture and make it a per-texture operation 52- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
25- enter runmode when cursor-key repeats 53- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
26- mapmap (overview) 54 affect neighbouring visible pixels (border bleeding).
27 - scroll visible area 55- examine etc., should use extendeddrawinfo or sth. similar
56- player list from server for tell etc. commands
28- save only dirty cached maps, and save dirty maps != current map 57- save only dirty cached maps, and save dirty maps != current map
29- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 58- look into extendedmapinfo
30- mesa-rendering of textview shows only garbage and/or another texture 59- completer should know more about arguments, e.g. cast summon pet monster,
31- maybe move window managing functionality into toplevel 60 or that some commands do not take arguments ("drop all").
32- look into extendeddrawinfo and extendedmapinfo 61- sliders do not change size after reconfigure.
33 62- enter runmode when cursor-key repeats (maybe not?)
34low priority: 63- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
35- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
36- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
37- performance: use texture collections for upstream server data instead if gobs 64- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 65 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- pango fontsize measure and decrease to achieve real pixel height
42 66
43TEMPORARY SERVER TODO: 67TEMPORARY SERVER TODO:
68- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
44- palyer peaceful setting should be independen of game peaceful setting 69- palyer peaceful setting should be independen of game peaceful setting
45 (i.e. one should be able to become hostile against guards but still 70 (i.e. one should be able to become hostile against guards but still
46 be peaceful - the palyer peaceful would be toggled by priests and shown 71 be peaceful - the palyer peaceful would be toggled by priests and shown
47 in who, the game peaceful steting would be toggled by the peaceful command 72 in who, the game peaceful steting would be toggled by the peaceful command
48 but not otherwise shown). 73 but not otherwise shown).
49- run flawfinder on cf
50- disable old socket mode in server
51- implement suicide command for server
52- cavehippo wants hashstring to be changed to hash name
53- pippij wants playerstealing to work between hostile players 74- pippij wants playerstealing to work between hostile players
54- schmorp wants to rework the who output format
55- attempt_jump tries to kick jumped-into monster,s but doesn't work 75- attempt_jump tries to kick jumped-into monster,s but doesn't work
56- 1) If you hide, and someone can see you trying to hide, you'll get a 76- 1) If you hide, and someone can see you trying to hide, you'll get a
57 message, even when you can't see that other person. 77 message, even when you can't see that other person.
58- 2) hiding exp is always 1, independant of how difficult it is to hide 78- 2) hiding exp is always 1, independant of how difficult it is to hide
59- 3) jumping into monsters does no damage, even though it's supposed to 79- 3) jumping into monsters does no damage, even though it's supposed to
60 be an attack (mentioned before). You also get no exp for this 80 be an attack (mentioned before). You also get no exp for this
61- 10) (feature request): bug/typo/idea commands to automatically log 81- 10) (feature request): bug/typo/idea commands to automatically log
62 your comments, with the mentioning of the current map (and perhaps an 82 your comments, with the mentioning of the current map (and perhaps an
63 item, if you do 'bug <item>'). 83 item, if you do 'bug <item>').
84
85
86 #TODO#d# display texture cache
87 {
88 glEnable GL_TEXTURE_2D;
89 glBindTexture GL_TEXTURE_2D, 41;
90 glColor 1, 1, 1, 1;
91 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
92 glEnable GL_BLEND;
93 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
94 glBegin GL_QUADS;
95 glTexCoord 0,1; glVertex 0,0;
96 glTexCoord 1,1; glVertex 255,0;
97 glTexCoord 1,0; glVertex 255,255;
98 glTexCoord 0,0; glVertex 0,255;
99 glEnd;
100 glDisable GL_BLEND;
101 glDisable GL_TEXTURE_2D;
102 }
64 103
65set_face 4783 => 70 104set_face 4783 => 70
66libpng warning: Ignoring gAMA chunk with gamma=0 105libpng warning: Ignoring gAMA chunk with gamma=0
67allocating id 71 106allocating id 71
68OK 107OK
75allocating id 73 114allocating id 73
76OK 115OK
77set_face 4784 => 73 116set_face 4784 => 73
78libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
79 118
119 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.
120 /*first pass*/
121 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 if (premultpliedTransparency)
124 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
125 else
126 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
127 /*render the object here*/
128
129 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:
130 /*second pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1-a*/
135
136 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:
137 /*third pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(TRUE); /*enable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1*/
142
143

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