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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.36 by root, Tue Apr 25 12:14:09 2006 UTC vs.
Revision 1.238 by root, Fri Sep 29 00:56:05 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: document ext/mapinfo and cfplus.ext
13- SERVER: memleak like hell: probably event-related?
14- LONG-TERM: party member health etc. status
15- LONG-TERM: map landmark labels
16- LONG-TERM: player on map name
17- LONG-TERM: monster health-bars on map
8 18
9- IMPORTANT: slider should clip to valid range properly 19- 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 20- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
11 a) switching modes clears/recreates all widgets (has to, as parameters 21- IMPORTANT: inventory sorting only works after having it selected, not initially after startup.
12 are not resolution-independent) 22- IMPORTANT: server-protocol/upgrade etc.
13 b) widget layout is nontrivial as to not obscure map 23- IMPORTANT: good installation instructions/problem faq.
14 c) need better way to center map then middle-button, maybe map overview 24- IMPORTANT: database creation parameters borked - fix and find upgrad epath
15 (but updates will be slow UPDATE updates are not at all slow). 25- FEATURE: beside the floorbox, have a recent inventory items box
16 26
17- enter runmode when cursor-key repeats 27should be solved/investigated before 1.0 release:
18- mapmap (overview) 28- should not segfault when no soundcard installed.
19 - convetr to real window 29- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
20 - draw rectangle around visible area 30- when in history "mode", completer cannot access completions at all
21 - scroll visible area 31- <tt> not working on windows ?!
22 - make size configurable/reesizable 32- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
23- use real mapmap size in map caching, not hardcoded 250 size 33- 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.
24- save only dirty cached maps, and save dirty maps != current map 34 ^^^^ when pressing shift-insert
25- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 35- offer common options such as use_skill sense xxx etc. in inventory via menu?
26- the stats for the gauges which get into the stats_update function are somehow weird 36- buttons should support hovering visually
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 37- notebooks should provide visual feedback (support from button class?)
28- message window layout broken (entry too small). 38- floorbox out-of-screen after resizing (schmorp)
29- mesa-rendering of textview shows only garbage and/or another texture 39- identify inventory hover slowness and fix it (schmorp)
30- label needs "expected char width" 40- use more graphical frames/separators to make dialogs more eye-pleasing/clean
31- toplevel should enforce that windows always be partially visible 41- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32- maybe move window managing functionality into toplevel 42- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
33- look into extendeddrawinfo and extendedmapinfo 43- playerbook/skills should have sensible tooltips with skill descriptions
34- add extenstive tooltips to stats window, basically like a manual :) (resistances missing?) 44- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
45- NPC dialog box should have close button which finishes the dialog
46- mapmap (overview) - scroll visible area by clicking/dragging
47- binding window and editor layout broken for long recordings => use scroller
48- maybe open the help viewer on the first start, or a simple dialog that
49 initially lists keybidings for gcfclient converts.
50- maybe support mb4/mb5 on selected widgets to facilitate scrolling
51 (inventory, spell list, messge log...) => marc
52- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
53- but fullscreen => minimize (alt-esc) => no way to go back [windows]
54- spell list => scroll down => "Pickup" => scrollbar not updated
55- what happened to the dialog being shown when modifiers are pressed, showing
56 keybindings for this modifier?
57- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
58
59post-1.0:
60- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
61 (after starting, press quit)
62- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
35- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
36 affect neighbouring visible pixels (border bleeding). 64 affect neighbouring visible pixels (border bleeding).
65- examine etc., should use extendeddrawinfo or sth. similar
66- player list from server for tell etc. commands
67- save only dirty cached maps, and save dirty maps != current map
68- look into extendedmapinfo
69- completer should know more about arguments, e.g. cast summon pet monster,
70 or that some commands do not take arguments ("drop all").
71- sliders do not change size after reconfigure.
72- enter runmode when cursor-key repeats (maybe not?)
73- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
74- performance: use texture collections for upstream server data instead if gobs
75 of small textures.
37 76
38TEMPORARY SERVER TODO: 77TEMPORARY SERVER TODO:
78- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
39- palyer peaceful setting should be independen of game peaceful setting 79- palyer peaceful setting should be independen of game peaceful setting
40 (i.e. one should be able to become hostile against guards but still 80 (i.e. one should be able to become hostile against guards but still
41 be peaceful - the palyer peaceful would be toggled by priests and shown 81 be peaceful - the palyer peaceful would be toggled by priests and shown
42 in who, the game peaceful steting would be toggled by the peaceful command 82 in who, the game peaceful steting would be toggled by the peaceful command
43 but not otherwise shown). 83 but not otherwise shown).
44- run flawfinder on cf
45- disable old socket mode in server
46- implement suicide command for server
47- cavehippo wants hashstring to be changed to hash name
48- pippij wants playerstealing to work between hostile players 84- pippij wants playerstealing to work between hostile players
49- schmorp wants to rework the who output format
50- attempt_jump tries to kick jumped-into monster,s but doesn't work 85- attempt_jump tries to kick jumped-into monster,s but doesn't work
51- 1) If you hide, and someone can see you trying to hide, you'll get a 86- 1) If you hide, and someone can see you trying to hide, you'll get a
52 message, even when you can't see that other person. 87 message, even when you can't see that other person.
53- 2) hiding exp is always 1, independant of how difficult it is to hide 88- 2) hiding exp is always 1, independant of how difficult it is to hide
54- 3) jumping into monsters does no damage, even though it's supposed to 89- 3) jumping into monsters does no damage, even though it's supposed to
55 be an attack (mentioned before). You also get no exp for this 90 be an attack (mentioned before). You also get no exp for this
56- 10) (feature request): bug/typo/idea commands to automatically log 91- 10) (feature request): bug/typo/idea commands to automatically log
57 your comments, with the mentioning of the current map (and perhaps an 92 your comments, with the mentioning of the current map (and perhaps an
58 item, if you do 'bug <item>'). 93 item, if you do 'bug <item>').
59 94
60"workarounded" but not solved: 95
61(- IMPORTANT: move widgets to integer coordinates - fix containers!) 96 #TODO#d# display texture cache
62(- pango fontsize measure and decrease to achieve real pixel height) 97 {
98 glEnable GL_TEXTURE_2D;
99 glBindTexture GL_TEXTURE_2D, 41;
100 glColor 1, 1, 1, 1;
101 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
102 glEnable GL_BLEND;
103 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
104 glBegin GL_QUADS;
105 glTexCoord 0,1; glVertex 0,0;
106 glTexCoord 1,1; glVertex 255,0;
107 glTexCoord 1,0; glVertex 255,255;
108 glTexCoord 0,0; glVertex 0,255;
109 glEnd;
110 glDisable GL_BLEND;
111 glDisable GL_TEXTURE_2D;
112 }
63 113
64set_face 4783 => 70 114set_face 4783 => 70
65libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
66allocating id 71 116allocating id 71
67OK 117OK
74allocating id 73 124allocating id 73
75OK 125OK
76set_face 4784 => 73 126set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0 127libpng warning: Ignoring gAMA chunk with gamma=0
78 128
129 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.
130 /*first pass*/
131 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 if (premultpliedTransparency)
134 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
135 else
136 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
137 /*render the object here*/
138
139 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:
140 /*second pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(FALSE); /*disable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1-a*/
145
146 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:
147 /*third pass*/
148 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
149 glDepthMask(TRUE); /*enable Z buffer*/
150 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
151 /*render the object with alpha replaced with 1*/
152
153

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