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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.39 by root, Tue Apr 25 13:51:47 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
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 (needs player list, then trivial)
15- LONG-TERM: map landmark labels
16- LONG-TERM: player on map name
8 17
9- IMPORTANT: slider should clip to valid range properly 18- EXTREMELY IMPORTANT: fix off-by-whatever bug when clicking on map
10- IMPORTANT: user interface (window positions etc.) should be saved, but 19- fog-of-war is off by one, (elmex; i've seen this the last time i played)
11 a) switching modes clears/recreates all widgets (has to, as parameters 20- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
12 are not resolution-independent) 21- IMPORTANT: inventory sorting only works after having it selected, not initially after startup.
13 b) widget layout is nontrivial as to not obscure map 22- IMPORTANT: server-protocol/upgrade etc.
14 c) need better way to center map then middle-button, maybe map overview 23- IMPORTANT: good installation instructions/problem faq.
15 (but updates will be slow UPDATE updates are not at all slow). 24- IMPORTANT: database creation parameters borked - fix and find upgrad epath
16- IMPORTANT: animate faces in inventory etc. 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.
17 29
18- remove wrap_mode hack from texture and make it a per-texture operation 30should be solved/investigated before 1.0 release:
19- enter runmode when cursor-key repeats 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
20- mapmap (overview) 32- should not segfault when no soundcard installed.
21 - convetr to real window 33- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
22 - draw rectangle around visible area 34- when in history "mode", completer cannot access completions at all
23 - scroll visible area 35- <tt> not working on windows ?!
24 - make size configurable/reesizable 36- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- use real mapmap size in map caching, not hardcoded 250 size 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
26- save only dirty cached maps, and save dirty maps != current map 71- 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 72- look into extendedmapinfo
28- 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,
29- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 74 or that some commands do not take arguments ("drop all").
30- message window layout broken (entry too small). 75- sliders do not change size after reconfigure.
31- mesa-rendering of textview shows only garbage and/or another texture 76- enter runmode when cursor-key repeats (maybe not?)
32- label needs "expected char width" 77- 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 78- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 79 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 80
42TEMPORARY SERVER TODO: 81TEMPORARY SERVER TODO:
82- 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 83- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 84 (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 85 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 86 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 87 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 88- 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 89- 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 90- 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. 91 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 92- 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 93- 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 94 be an attack (mentioned before). You also get no exp for this
60- 10) (feature request): bug/typo/idea commands to automatically log 95- 10) (feature request): bug/typo/idea commands to automatically log
61 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
62 item, if you do 'bug <item>'). 97 item, if you do 'bug <item>').
63 98
64"workarounded" but not solved: 99
65(- IMPORTANT: move widgets to integer coordinates - fix containers!) 100 #TODO#d# display texture cache
66(- 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 }
67 117
68set_face 4783 => 70 118set_face 4783 => 70
69libpng warning: Ignoring gAMA chunk with gamma=0 119libpng warning: Ignoring gAMA chunk with gamma=0
70allocating id 71 120allocating id 71
71OK 121OK
78allocating id 73 128allocating id 73
79OK 129OK
80set_face 4784 => 73 130set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 131libpng warning: Ignoring gAMA chunk with gamma=0
82 132
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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