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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.40 by root, Tue Apr 25 13:57:50 2006 UTC vs.
Revision 1.240 by root, Fri Sep 29 18:03:48 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 14- LONG-TERM: party member health etc. status (needs player list, then trivial)
12 are not resolution-independent) 15- LONG-TERM: map landmark labels
13 b) widget layout is nontrivial as to not obscure map 16- LONG-TERM: player on map name
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 17
18- remove wrap_mode hack from texture and make it a per-texture operation 18- fog-of-war is off by one, (elmex; i've seen this the last time i played)
19- enter runmode when cursor-key repeats 19- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
20- mapmap (overview) 20- IMPORTANT: inventory sorting only works after having it selected, not initially after startup.
21 - convetr to real window 21- IMPORTANT: server-protocol/upgrade etc.
22 - draw rectangle around visible area 22- IMPORTANT: good installation instructions/problem faq.
23 - scroll visible area 23- IMPORTANT: database creation parameters borked - fix and find upgrad epath
24 - make size configurable/reesizable 24- FEATURE: beside the floorbox, have a recent inventory items box
25- use real mapmap size in map caching, not hardcoded 250 size 25- embedded widgets not always shown at corretc position initially.
26- fix the pod referencing - L<glossary/space> does not get you anywhere.
27 * possibly look into auto-marking (wiki-style) certain key sequences.
28
29should be solved/investigated before 1.0 release:
30- should not segfault when no soundcard installed.
31- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
32- when in history "mode", completer cannot access completions at all
33- <tt> not working on windows ?!
34- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35- 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.
36 ^^^^ when pressing shift-insert
37- offer common options such as use_skill sense xxx etc. in inventory via menu?
38- buttons should support hovering visually
39- notebooks should provide visual feedback (support from button class?)
40- floorbox out-of-screen after resizing (schmorp)
41- identify inventory hover slowness and fix it (schmorp)
42- use more graphical frames/separators to make dialogs more eye-pleasing/clean
43- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
44- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
45- playerbook/skills should have sensible tooltips with skill descriptions
46- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
47- NPC dialog box should have close button which finishes the dialog
48- mapmap (overview) - scroll visible area by clicking/dragging
49- binding window and editor layout broken for long recordings => use scroller
50- maybe open the help viewer on the first start, or a simple dialog that
51 initially lists keybidings for gcfclient converts.
52- maybe support mb4/mb5 on selected widgets to facilitate scrolling
53 (inventory, spell list, messge log...) => marc
54- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
55- but fullscreen => minimize (alt-esc) => no way to go back [windows]
56- spell list => scroll down => "Pickup" => scrollbar not updated
57- what happened to the dialog being shown when modifiers are pressed, showing
58 keybindings for this modifier?
59- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
60
61post-1.0:
62- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
63 (after starting, press quit)
64- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
65- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
66 affect neighbouring visible pixels (border bleeding).
67- examine etc., should use extendeddrawinfo or sth. similar
68- player list from server for tell etc. commands
26- save only dirty cached maps, and save dirty maps != current map 69- 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 70- look into extendedmapinfo
28- the stats for the gauges which get into the stats_update function are somehow weird 71- 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 72 or that some commands do not take arguments ("drop all").
30- message window layout broken (entry too small). 73- sliders do not change size after reconfigure.
31- mesa-rendering of textview shows only garbage and/or another texture 74- enter runmode when cursor-key repeats (maybe not?)
32- label needs "expected char width" 75- 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 76- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 77 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 78
42TEMPORARY SERVER TODO: 79TEMPORARY SERVER TODO:
80- 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 81- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 82 (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 83 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 84 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 85 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 86- 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 87- 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 88- 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. 89 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 90- 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 91- 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 92 be an attack (mentioned before). You also get no exp for this
60- 10) (feature request): bug/typo/idea commands to automatically log 93- 10) (feature request): bug/typo/idea commands to automatically log
61 your comments, with the mentioning of the current map (and perhaps an 94 your comments, with the mentioning of the current map (and perhaps an
62 item, if you do 'bug <item>'). 95 item, if you do 'bug <item>').
63 96
64"workarounded" but not solved: 97
65(- IMPORTANT: move widgets to integer coordinates - fix containers!) 98 #TODO#d# display texture cache
66(- pango fontsize measure and decrease to achieve real pixel height) 99 {
100 glEnable GL_TEXTURE_2D;
101 glBindTexture GL_TEXTURE_2D, 41;
102 glColor 1, 1, 1, 1;
103 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
104 glEnable GL_BLEND;
105 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
106 glBegin GL_QUADS;
107 glTexCoord 0,1; glVertex 0,0;
108 glTexCoord 1,1; glVertex 255,0;
109 glTexCoord 1,0; glVertex 255,255;
110 glTexCoord 0,0; glVertex 0,255;
111 glEnd;
112 glDisable GL_BLEND;
113 glDisable GL_TEXTURE_2D;
114 }
67 115
68set_face 4783 => 70 116set_face 4783 => 70
69libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
70allocating id 71 118allocating id 71
71OK 119OK
78allocating id 73 126allocating id 73
79OK 127OK
80set_face 4784 => 73 128set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 129libpng warning: Ignoring gAMA chunk with gamma=0
82 130
131 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.
132 /*first pass*/
133 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
134 glDepthMask(FALSE); /*disable Z buffer*/
135 if (premultpliedTransparency)
136 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
137 else
138 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
139 /*render the object here*/
140
141 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:
142 /*second pass*/
143 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
144 glDepthMask(FALSE); /*disable Z buffer*/
145 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
146 /*render the object with alpha replaced with 1-a*/
147
148 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:
149 /*third pass*/
150 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
151 glDepthMask(TRUE); /*enable Z buffer*/
152 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
153 /*render the object with alpha replaced with 1*/
154
155

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