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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.30 by root, Mon Apr 24 03:19:41 2006 UTC vs.
Revision 1.239 by root, Fri Sep 29 01:03:53 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- IMPIMPIMP-ORA-ANT: history for commandline :) 712:17 <@schmorp> will have to do that for gce too
5- IMPORTANT: user interface (window positions etc.) should be saved, but 812:17 <@schmorp> remind me of it
6 a) switching modes clears/recreates all widgets (has to, as parameters 912:17 <@schmorp> qwhen i next bundle it
7 are not resolution-independent)
8 b) widget layout is nontrivial as to not obscure map
9 c) need better way to center map then middle-button, maybe map overview
10 (but updates will be slow UPDATE updates are not at all slow).
11 10
12- enter runmode when cursor-key repeats 11- PANGO: create upstream-patch for inclusion into pango
13- mapmap (overview) 12- SERVER: document ext/mapinfo and cfplus.ext
14 - convetr to real window 13- SERVER: memleak like hell: probably event-related?
15 - draw rectangle around visible area 14- LONG-TERM: party member health etc. status (needs player list, then trivial)
16 - scroll visible area 15- LONG-TERM: map landmark labels
17 - make size configurable/reesizable 16- LONG-TERM: player on map name
18- use real mapmap size in map caching, not hardcoded 250 size 17
18- fog-of-war is off by one, (elmex; i've seen this the last time i played)
19- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
20- IMPORTANT: inventory sorting only works after having it selected, not initially after startup.
21- IMPORTANT: server-protocol/upgrade etc.
22- IMPORTANT: good installation instructions/problem faq.
23- IMPORTANT: database creation parameters borked - fix and find upgrad epath
24- FEATURE: beside the floorbox, have a recent inventory items box
25- fix the pod referencing - L<glossary/space> does not get you anywhere.
26 * possibly look into auto-marking (wiki-style) certain key sequences.
27
28should be solved/investigated before 1.0 release:
29- should not segfault when no soundcard installed.
30- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
31- when in history "mode", completer cannot access completions at all
32- <tt> not working on windows ?!
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- 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.
35 ^^^^ when pressing shift-insert
36- offer common options such as use_skill sense xxx etc. in inventory via menu?
37- buttons should support hovering visually
38- notebooks should provide visual feedback (support from button class?)
39- floorbox out-of-screen after resizing (schmorp)
40- identify inventory hover slowness and fix it (schmorp)
41- use more graphical frames/separators to make dialogs more eye-pleasing/clean
42- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
43- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
44- playerbook/skills should have sensible tooltips with skill descriptions
45- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
46- NPC dialog box should have close button which finishes the dialog
47- mapmap (overview) - scroll visible area by clicking/dragging
48- binding window and editor layout broken for long recordings => use scroller
49- maybe open the help viewer on the first start, or a simple dialog that
50 initially lists keybidings for gcfclient converts.
51- maybe support mb4/mb5 on selected widgets to facilitate scrolling
52 (inventory, spell list, messge log...) => marc
53- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
54- but fullscreen => minimize (alt-esc) => no way to go back [windows]
55- spell list => scroll down => "Pickup" => scrollbar not updated
56- what happened to the dialog being shown when modifiers are pressed, showing
57 keybindings for this modifier?
58- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
59
60post-1.0:
61- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
62 (after starting, press quit)
63- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
64- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
65 affect neighbouring visible pixels (border bleeding).
66- examine etc., should use extendeddrawinfo or sth. similar
67- player list from server for tell etc. commands
19- save only dirty cached maps, and save dirty maps != current map 68- save only dirty cached maps, and save dirty maps != current map
20- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 69- look into extendedmapinfo
21- the stats for the gauges which get into the stats_update function are somehow weird 70- completer should know more about arguments, e.g. cast summon pet monster,
22- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 71 or that some commands do not take arguments ("drop all").
23- message window layout broken (entry too small). 72- sliders do not change size after reconfigure.
24- mesa-rendering of textview shows only garbage and/or another texture 73- enter runmode when cursor-key repeats (maybe not?)
25- label needs "expected char width" 74- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
26- toplevel should enforce that windows always be partially visible 75- performance: use texture collections for upstream server data instead if gobs
27- maybe move window managing functionality into toplevel 76 of small textures.
28 77
29TEMPORARY SERVER TODO: 78TEMPORARY SERVER TODO:
30- run flawfinder on cf 79- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
31- disable old socket mode in server 80- palyer peaceful setting should be independen of game peaceful setting
32- implement suicide command for server 81 (i.e. one should be able to become hostile against guards but still
33- cavehippo wants hashstring to be changed to hash name 82 be peaceful - the palyer peaceful would be toggled by priests and shown
83 in who, the game peaceful steting would be toggled by the peaceful command
84 but not otherwise shown).
34- pippij wants playerstealing to work between hostile players 85- pippij wants playerstealing to work between hostile players
35- schmorp wants to rework the who output format
36- attempt_jump tries to kick jumped-into monster,s but doesn't work 86- attempt_jump tries to kick jumped-into monster,s but doesn't work
37- 1) If you hide, and someone can see you trying to hide, you'll get a 87- 1) If you hide, and someone can see you trying to hide, you'll get a
38 message, even when you can't see that other person. 88 message, even when you can't see that other person.
39- 2) hiding exp is always 1, independant of how difficult it is to hide 89- 2) hiding exp is always 1, independant of how difficult it is to hide
40- 3) jumping into monsters does no damage, even though it's supposed to 90- 3) jumping into monsters does no damage, even though it's supposed to
41 be an attack (mentioned before). You also get no exp for this 91 be an attack (mentioned before). You also get no exp for this
42- 10) (feature request): bug/typo/idea commands to automatically log 92- 10) (feature request): bug/typo/idea commands to automatically log
43 your comments, with the mentioning of the current map (and perhaps an 93 your comments, with the mentioning of the current map (and perhaps an
44 item, if you do 'bug <item>'). 94 item, if you do 'bug <item>').
45 95
46"workarounded" but not solved: 96
47(- IMPORTANT: move widgets to integer coordinates - fix containers!) 97 #TODO#d# display texture cache
48(- pango fontsize measure and decrease to achieve real pixel height) 98 {
99 glEnable GL_TEXTURE_2D;
100 glBindTexture GL_TEXTURE_2D, 41;
101 glColor 1, 1, 1, 1;
102 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103 glEnable GL_BLEND;
104 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105 glBegin GL_QUADS;
106 glTexCoord 0,1; glVertex 0,0;
107 glTexCoord 1,1; glVertex 255,0;
108 glTexCoord 1,0; glVertex 255,255;
109 glTexCoord 0,0; glVertex 0,255;
110 glEnd;
111 glDisable GL_BLEND;
112 glDisable GL_TEXTURE_2D;
113 }
49 114
50set_face 4783 => 70 115set_face 4783 => 70
51libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
52allocating id 71 117allocating id 71
53OK 118OK
60allocating id 73 125allocating id 73
61OK 126OK
62set_face 4784 => 73 127set_face 4784 => 73
63libpng warning: Ignoring gAMA chunk with gamma=0 128libpng warning: Ignoring gAMA chunk with gamma=0
64 129
130 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.
131 /*first pass*/
132 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 if (premultpliedTransparency)
135 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
136 else
137 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
138 /*render the object here*/
139
140 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:
141 /*second pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(FALSE); /*disable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1-a*/
146
147 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:
148 /*third pass*/
149 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
150 glDepthMask(TRUE); /*enable Z buffer*/
151 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
152 /*render the object with alpha replaced with 1*/
153
154

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