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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.28 by root, Sun Apr 23 04:41:33 2006 UTC vs.
Revision 1.242 by root, Fri Nov 17 21:27:58 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- IMPIMPIMP-ORA-ANT: history for commandline :) 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: map scroll darken code does not work 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- IMPORTANT: fix pango the "correct" way
12 10
13- BUG: when the gauge fontsize changes in client setup the fontsize isn't updated. 11- PANGO: create upstream-patch for inclusion into pango
14 it's somehow only updated when the size of the frame changes. (or the size of 12- SERVER: document ext/mapinfo and cfplus.ext
15 the labels itself? or their position?) 13- SERVER: memleak like hell: probably event-related?
16 propably i'm doing something wrong in CFClient::UI::Frame ? 14- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- LONG-TERM: map landmark labels
16- LONG-TERM: player on map name
17 17
18- enter runmode when cursor-key repeats 18- EXTREMELY IMPORTANT: fix off-by-whatever bug when clicking on map
19- mapmap (overview) 19- fog-of-war is off by one, (elmex; i've seen this the last time i played)
20 - convetr to real window 20- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
21 - draw rectangle around visible area 21- IMPORTANT: inventory sorting only works after having it selected, not initially after startup.
22 - scroll visible area 22- IMPORTANT: server-protocol/upgrade etc.
23 - make size configurable/reesizable 23- IMPORTANT: good installation instructions/problem faq.
24- use real mapmap size in map caching, not hardcoded 250 size 24- IMPORTANT: database creation parameters borked - fix and find upgrad epath
25- FEATURE: beside the floorbox, have a recent inventory items box
26- embedded widgets not always shown at corretc position initially.
27- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
29
30should be solved/investigated before 1.0 release:
31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32- should not segfault when no soundcard installed.
33- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
34- when in history "mode", completer cannot access completions at all
35- <tt> not working on windows ?!
36- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
37- 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.
38 ^^^^ when pressing shift-insert
39- offer common options such as use_skill sense xxx etc. in inventory via menu?
40- buttons should support hovering visually
41- notebooks should provide visual feedback (support from button class?)
42- floorbox out-of-screen after resizing (schmorp)
43- identify inventory hover slowness and fix it (schmorp)
44- use more graphical frames/separators to make dialogs more eye-pleasing/clean
45- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
46- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
47- playerbook/skills should have sensible tooltips with skill descriptions
48- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
49- NPC dialog box should have close button which finishes the dialog
50- mapmap (overview) - scroll visible area by clicking/dragging
51- binding window and editor layout broken for long recordings => use scroller
52- maybe open the help viewer on the first start, or a simple dialog that
53 initially lists keybidings for gcfclient converts.
54- maybe support mb4/mb5 on selected widgets to facilitate scrolling
55 (inventory, spell list, messge log...) => marc
56- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
57- but fullscreen => minimize (alt-esc) => no way to go back [windows]
58- spell list => scroll down => "Pickup" => scrollbar not updated
59- what happened to the dialog being shown when modifiers are pressed, showing
60 keybindings for this modifier?
61- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
62
63post-1.0:
64- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
65 (after starting, press quit)
66- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
67- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
68 affect neighbouring visible pixels (border bleeding).
69- examine etc., should use extendeddrawinfo or sth. similar
70- player list from server for tell etc. commands
25- save only dirty cached maps, and save dirty maps != current map 71- save only dirty cached maps, and save dirty maps != current map
26- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 72- look into extendedmapinfo
27- the stats for the gauges which get into the stats_update function are somehow weird 73- completer should know more about arguments, e.g. cast summon pet monster,
28- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 74 or that some commands do not take arguments ("drop all").
29- message window layout broken (entry too small). 75- sliders do not change size after reconfigure.
30- mesa-rendering of textview shows only garbage and/or another texture 76- enter runmode when cursor-key repeats (maybe not?)
31- label needs "expected char width" 77- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
32- toplevel should enforce that windows always be partially visible 78- performance: use texture collections for upstream server data instead if gobs
33- maybe move window managing functionality into toplevel 79 of small textures.
34 80
35TEMPORARY SERVER TODO: 81TEMPORARY SERVER TODO:
36- run flawfinder on cf 82- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
37- disable old socket mode in server 83- palyer peaceful setting should be independen of game peaceful setting
38- implement suicide command for server 84 (i.e. one should be able to become hostile against guards but still
39- cavehippo wants hashstring to be changed to hash name 85 be peaceful - the palyer peaceful would be toggled by priests and shown
86 in who, the game peaceful steting would be toggled by the peaceful command
87 but not otherwise shown).
40- pippij wants playerstealing to work between hostile players 88- pippij wants playerstealing to work between hostile players
41- schmorp wants to rework the who output format
42- attempt_jump tries to kick jumped-into monster,s but doesn't work 89- attempt_jump tries to kick jumped-into monster,s but doesn't work
43- 1) If you hide, and someone can see you trying to hide, you'll get a 90- 1) If you hide, and someone can see you trying to hide, you'll get a
44 message, even when you can't see that other person. 91 message, even when you can't see that other person.
45- 2) hiding exp is always 1, independant of how difficult it is to hide 92- 2) hiding exp is always 1, independant of how difficult it is to hide
46- 3) jumping into monsters does no damage, even though it's supposed to 93- 3) jumping into monsters does no damage, even though it's supposed to
47 be an attack (mentioned before). You also get no exp for this 94 be an attack (mentioned before). You also get no exp for this
48- 10) (feature request): bug/typo/idea commands to automatically log 95- 10) (feature request): bug/typo/idea commands to automatically log
49 your comments, with the mentioning of the current map (and perhaps an 96 your comments, with the mentioning of the current map (and perhaps an
50 item, if you do 'bug <item>'). 97 item, if you do 'bug <item>').
51 98
52"workarounded" but not solved: 99
53(- IMPORTANT: move widgets to integer coordinates - fix containers!) 100 #TODO#d# display texture cache
54(- pango fontsize measure and decrease to achieve real pixel height) 101 {
102 glEnable GL_TEXTURE_2D;
103 glBindTexture GL_TEXTURE_2D, 41;
104 glColor 1, 1, 1, 1;
105 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
106 glEnable GL_BLEND;
107 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
108 glBegin GL_QUADS;
109 glTexCoord 0,1; glVertex 0,0;
110 glTexCoord 1,1; glVertex 255,0;
111 glTexCoord 1,0; glVertex 255,255;
112 glTexCoord 0,0; glVertex 0,255;
113 glEnd;
114 glDisable GL_BLEND;
115 glDisable GL_TEXTURE_2D;
116 }
55 117
56set_face 4783 => 70 118set_face 4783 => 70
57libpng warning: Ignoring gAMA chunk with gamma=0 119libpng warning: Ignoring gAMA chunk with gamma=0
58allocating id 71 120allocating id 71
59OK 121OK
66allocating id 73 128allocating id 73
67OK 129OK
68set_face 4784 => 73 130set_face 4784 => 73
69libpng warning: Ignoring gAMA chunk with gamma=0 131libpng warning: Ignoring gAMA chunk with gamma=0
70 132
133 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.
134 /*first pass*/
135 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
136 glDepthMask(FALSE); /*disable Z buffer*/
137 if (premultpliedTransparency)
138 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
139 else
140 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
141 /*render the object here*/
142
143 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:
144 /*second pass*/
145 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
146 glDepthMask(FALSE); /*disable Z buffer*/
147 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
148 /*render the object with alpha replaced with 1-a*/
149
150 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:
151 /*third pass*/
152 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
153 glDepthMask(TRUE); /*enable Z buffer*/
154 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
155 /*render the object with alpha replaced with 1*/
156
157

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