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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 1.244 by root, Sun Nov 19 00:09:16 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 :) 6- PANGO: create upstream-patch for inclusion into pango
4- IMPORTANT: map scroll darken code does not work 7- SERVER: document ext/mapinfo and cfplus.ext
5- IMPORTANT: user interface (window positions etc.) should be saved, but 8- SERVER: memleak like hell: probably event-related? (probably not real)
6 a) switching modes clears/recreates all widgets (has to, as parameters 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
7 are not resolution-independent) 10- LONG-TERM: map landmark labels
8 b) widget layout is nontrivial as to not obscure map 11- LONG-TERM: player on map name
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 12
13- BUG: when the gauge fontsize changes in client setup the fontsize isn't updated. 13- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
14 it's somehow only updated when the size of the frame changes. (or the size of 14- IMPORTANT: server-protocol/upgrade etc.
15 the labels itself? or their position?) 15- IMPORTANT: good installation instructions/problem faq.
16 propably i'm doing something wrong in CFClient::UI::Frame ? 16- IMPORTANT: database creation parameters borked - fix and find upgrad epath
17- FEATURE: beside the floorbox, have a recent inventory items box
18- embedded widgets not always shown at corretc position initially.
19- fix the pod referencing - L<glossary/space> does not get you anywhere.
20 * possibly look into auto-marking (wiki-style) certain key sequences.
17 21
18- enter runmode when cursor-key repeats 22should be solved/investigated before 1.0 release:
19- mapmap (overview) 23- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
20 - convetr to real window 24- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
21 - draw rectangle around visible area 25- when in history "mode", completer cannot access completions at all
22 - scroll visible area 26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
23 - make size configurable/reesizable 27- 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- use real mapmap size in map caching, not hardcoded 250 size 28 ^^^^ when pressing shift-insert
29- offer common options such as use_skill sense xxx etc. in inventory via menu?
30- buttons should support hovering visually
31- notebooks should provide visual feedback (support from button class?)
32- floorbox out-of-screen after resizing (schmorp)
33- identify inventory hover slowness and fix it (schmorp)
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
37- playerbook/skills should have sensible tooltips with skill descriptions
38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
39- NPC dialog box should have close button which finishes the dialog
40- mapmap (overview) - scroll visible area by clicking/dragging
41- binding window and editor layout broken for long recordings => use scroller
42- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts.
44- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
45- but fullscreen => minimize (alt-esc) => no way to go back [windows]
46- spell list => scroll down => "Pickup" => scrollbar not updated
47- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier?
49
50post-1.0:
51- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
52 (after starting, press quit)
53- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
54- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
55 affect neighbouring visible pixels (border bleeding).
56- examine etc., should use extendeddrawinfo or sth. similar
57- player list from server for tell etc. commands
25- save only dirty cached maps, and save dirty maps != current map 58- 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 59- look into extendedmapinfo
27- the stats for the gauges which get into the stats_update function are somehow weird 60- 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 61 or that some commands do not take arguments ("drop all").
29- message window layout broken (entry too small). 62- sliders do not change size after reconfigure.
30- mesa-rendering of textview shows only garbage and/or another texture 63- enter runmode when cursor-key repeats (maybe not?)
31- label needs "expected char width" 64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
32- toplevel should enforce that windows always be partially visible 65- performance: use texture collections for upstream server data instead if gobs
33- maybe move window managing functionality into toplevel 66 of small textures.
34 67
35TEMPORARY SERVER TODO: 68TEMPORARY SERVER TODO:
36- run flawfinder on cf 69- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
37- disable old socket mode in server 70- palyer peaceful setting should be independen of game peaceful setting
38- implement suicide command for server 71 (i.e. one should be able to become hostile against guards but still
39- cavehippo wants hashstring to be changed to hash name 72 be peaceful - the palyer peaceful would be toggled by priests and shown
73 in who, the game peaceful steting would be toggled by the peaceful command
74 but not otherwise shown).
40- pippij wants playerstealing to work between hostile players 75- 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 76- 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 77- 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. 78 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 79- 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 80- 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 81 be an attack (mentioned before). You also get no exp for this
48- 10) (feature request): bug/typo/idea commands to automatically log 82- 10) (feature request): bug/typo/idea commands to automatically log
49 your comments, with the mentioning of the current map (and perhaps an 83 your comments, with the mentioning of the current map (and perhaps an
50 item, if you do 'bug <item>'). 84 item, if you do 'bug <item>').
51 85
52"workarounded" but not solved: 86
53(- IMPORTANT: move widgets to integer coordinates - fix containers!) 87 #TODO#d# display texture cache
54(- pango fontsize measure and decrease to achieve real pixel height) 88 {
89 glEnable GL_TEXTURE_2D;
90 glBindTexture GL_TEXTURE_2D, 41;
91 glColor 1, 1, 1, 1;
92 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
93 glEnable GL_BLEND;
94 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
95 glBegin GL_QUADS;
96 glTexCoord 0,1; glVertex 0,0;
97 glTexCoord 1,1; glVertex 255,0;
98 glTexCoord 1,0; glVertex 255,255;
99 glTexCoord 0,0; glVertex 0,255;
100 glEnd;
101 glDisable GL_BLEND;
102 glDisable GL_TEXTURE_2D;
103 }
55 104
56set_face 4783 => 70 105set_face 4783 => 70
57libpng warning: Ignoring gAMA chunk with gamma=0 106libpng warning: Ignoring gAMA chunk with gamma=0
58allocating id 71 107allocating id 71
59OK 108OK
66allocating id 73 115allocating id 73
67OK 116OK
68set_face 4784 => 73 117set_face 4784 => 73
69libpng warning: Ignoring gAMA chunk with gamma=0 118libpng warning: Ignoring gAMA chunk with gamma=0
70 119
120 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.
121 /*first pass*/
122 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 if (premultpliedTransparency)
125 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
126 else
127 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
128 /*render the object here*/
129
130 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:
131 /*second pass*/
132 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
135 /*render the object with alpha replaced with 1-a*/
136
137 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:
138 /*third pass*/
139 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140 glDepthMask(TRUE); /*enable Z buffer*/
141 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142 /*render the object with alpha replaced with 1*/
143
144

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