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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.18 by elmex, Mon Apr 17 20:29:36 2006 UTC vs.
Revision 1.246 by root, Sun Nov 19 20:34:50 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- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 6- PANGO: create upstream-patch for inclusion into pango
4- the stats for the gauges which get into the stats_update function are somehow weird 7- SERVER: document ext/mapinfo and cfplus.ext
5- IMPORTANT: map scroll darken code does not work 8- SERVER: memleak like hell: probably event-related? (probably not real)
6- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
7- message window layout broken (entry too small). 10- LONG-TERM: map landmark labels
8- mesa-rendering of textview shows only garbage and/or another texture 11- LONG-TERM: player on map name
9- IMPORTANT: user interface (window positions etc.) should be saved, but
10 a) switching modes clears/recreates all widgets (has to, as parameters
11 are not resolution-independent)
12 b) widget layout is nontrivial as to not obscure map
13 c) need better way to center map then middle-button, maybe map overview
14 (but updates will be slow UPDATE updates are not at all slow).
15- labels are generally shown too small
16- labels have an extra " " at the end that affects size calculations(?)
17- label needs "expected char width"
18- make font description copy: font size changes hurt A LOT (really?)
19- toplevel should enforce that windows always be partially visible
20- maybe move window managing functionality into toplevel
21 12
22- cavehippo wants hashstring to be changed to hash name 13- IMPORTANT: server-protocol/upgrade etc.
23- pippij wants playerstealing to work between hostile players 14- IMPORTANT: good installation instructions/problem faq.
24- schmorp wants to rework the who output format 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
16- FEATURE: beside the floorbox, have a recent inventory items box
17- embedded widgets not always shown at corretc position initially.
18- fix the pod referencing - L<glossary/space> does not get you anywhere.
19 * possibly look into auto-marking (wiki-style) certain key sequences.
25 20
26"workarounded" but not solved: 21should be solved/investigated before 1.0 release:
27(- IMPORTANT: move widgets to integer coordinates - fix containers!) 22- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
28(- pango fontsize measure and decrease to achieve real pixel height) 23- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
24- when in history "mode", completer cannot access completions at all
25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
26- 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.
27 ^^^^ when pressing shift-insert
28- offer common options such as use_skill sense xxx etc. in inventory via menu?
29- buttons should support hovering visually
30- notebooks should provide visual feedback (support from button class?)
31- floorbox out-of-screen after resizing (schmorp)
32- identify inventory hover slowness and fix it (schmorp)
33- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
34- playerbook/skills should have sensible tooltips with skill descriptions
35- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
36- mapmap (overview) - scroll visible area by clicking/dragging
37- binding window and editor layout broken for long recordings => use scroller
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
40- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
41- what happened to the dialog being shown when modifiers are pressed, showing
42 keybindings for this modifier?
29 43
30set_face 4783 => 70 44post-1.0:
31libpng warning: Ignoring gAMA chunk with gamma=0 45- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32allocating id 71 46 (after starting, press quit)
33OK 47- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
34set_face 4782 => 71 48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35libpng warning: Ignoring gAMA chunk with gamma=0 49 affect neighbouring visible pixels (border bleeding).
36allocating id 72 50- examine etc., should use extendeddrawinfo or sth. similar
37OK 51- player list from server for tell etc. commands
38set_face 4781 => 72 52- save only dirty cached maps, and save dirty maps != current map
39libpng warning: Ignoring gAMA chunk with gamma=0 53- look into extendedmapinfo
40allocating id 73 54- completer should know more about arguments, e.g. cast summon pet monster,
41OK 55 or that some commands do not take arguments ("drop all").
42set_face 4784 => 73 56- sliders do not change size after reconfigure.
43libpng warning: Ignoring gAMA chunk with gamma=0 57- enter runmode when cursor-key repeats (maybe not?)
58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
59- performance: use texture collections for upstream server data instead if gobs
60 of small textures.
61- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
44 62
63TEMPORARY SERVER TODO:
64- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
65- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still
67 be peaceful - the palyer peaceful would be toggled by priests and shown
68 in who, the game peaceful steting would be toggled by the peaceful command
69 but not otherwise shown).
70- attempt_jump tries to kick jumped-into monster,s but doesn't work
71- 1) If you hide, and someone can see you trying to hide, you'll get a
72 message, even when you can't see that other person.
73- 2) hiding exp is always 1, independant of how difficult it is to hide
74- 3) jumping into monsters does no damage, even though it's supposed to
75 be an attack (mentioned before). You also get no exp for this
76- 10) (feature request): bug/typo/idea commands to automatically log
77 your comments, with the mentioning of the current map (and perhaps an
78 item, if you do 'bug <item>').
79
80
81 #TODO#d# display texture cache
82 {
83 glEnable GL_TEXTURE_2D;
84 glBindTexture GL_TEXTURE_2D, 41;
85 glColor 1, 1, 1, 1;
86 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
87 glEnable GL_BLEND;
88 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
89 glBegin GL_QUADS;
90 glTexCoord 0,1; glVertex 0,0;
91 glTexCoord 1,1; glVertex 255,0;
92 glTexCoord 1,0; glVertex 255,255;
93 glTexCoord 0,0; glVertex 0,255;
94 glEnd;
95 glDisable GL_BLEND;
96 glDisable GL_TEXTURE_2D;
97 }
98
99 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.
100 /*first pass*/
101 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 if (premultpliedTransparency)
104 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
105 else
106 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
107 /*render the object here*/
108
109 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:
110 /*second pass*/
111 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114 /*render the object with alpha replaced with 1-a*/
115
116 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:
117 /*third pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(TRUE); /*enable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1*/
122
123

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