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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.25 by elmex, Thu Apr 20 16:29:39 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- 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 12
12- enter runmode when cursor-key repeats 13- IMPORTANT: server-protocol/upgrade etc.
13- mapmap (overview) 14- IMPORTANT: good installation instructions/problem faq.
14 - convetr to real window 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
15 - draw rectangle around visible area 16- FEATURE: beside the floorbox, have a recent inventory items box
16 - scroll visible area 17- embedded widgets not always shown at corretc position initially.
17 - make size configurable/reesizable 18- fix the pod referencing - L<glossary/space> does not get you anywhere.
18- use real mapmap size in map caching, not hardcoded 250 size 19 * possibly look into auto-marking (wiki-style) certain key sequences.
20
21should be solved/investigated before 1.0 release:
22- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
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?
43
44post-1.0:
45- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
46 (after starting, press quit)
47- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49 affect neighbouring visible pixels (border bleeding).
50- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands
19- save only dirty cached maps, and save dirty maps != current map 52- save only dirty cached maps, and save dirty maps != current map
20- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 53- look into extendedmapinfo
21- the stats for the gauges which get into the stats_update function are somehow weird 54- completer should know more about arguments, e.g. cast summon pet monster,
22- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 55 or that some commands do not take arguments ("drop all").
23- message window layout broken (entry too small). 56- sliders do not change size after reconfigure.
24- mesa-rendering of textview shows only garbage and/or another texture 57- enter runmode when cursor-key repeats (maybe not?)
25- label needs "expected char width" 58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
26- toplevel should enforce that windows always be partially visible 59- performance: use texture collections for upstream server data instead if gobs
27- maybe move window managing functionality into toplevel 60 of small textures.
61- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
28 62
29- implement suicide command for server 63TEMPORARY SERVER TODO:
30- cavehippo wants hashstring to be changed to hash name 64- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
31- pippij wants playerstealing to work between hostile players 65- palyer peaceful setting should be independen of game peaceful setting
32- schmorp wants to rework the who output format 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).
33- attempt_jump tries to kick jumped-into monster,s but doesn't work 70- attempt_jump tries to kick jumped-into monster,s but doesn't work
34- 1) If you hide, and someone can see you trying to hide, you'll get a 71- 1) If you hide, and someone can see you trying to hide, you'll get a
35 message, even when you can't see that other person. 72 message, even when you can't see that other person.
36- 2) hiding exp is always 1, independant of how difficult it is to hide 73- 2) hiding exp is always 1, independant of how difficult it is to hide
37- 3) jumping into monsters does no damage, even though it's supposed to 74- 3) jumping into monsters does no damage, even though it's supposed to
38 be an attack (mentioned before). You also get no exp for this 75 be an attack (mentioned before). You also get no exp for this
39- 10) (feature request): bug/typo/idea commands to automatically log 76- 10) (feature request): bug/typo/idea commands to automatically log
40 your comments, with the mentioning of the current map (and perhaps an 77 your comments, with the mentioning of the current map (and perhaps an
41 item, if you do 'bug <item>'). 78 item, if you do 'bug <item>').
42 79
43"workarounded" but not solved:
44(- IMPORTANT: move widgets to integer coordinates - fix containers!)
45(- pango fontsize measure and decrease to achieve real pixel height)
46 80
47set_face 4783 => 70 81 #TODO#d# display texture cache
48libpng warning: Ignoring gAMA chunk with gamma=0 82 {
49allocating id 71 83 glEnable GL_TEXTURE_2D;
50OK 84 glBindTexture GL_TEXTURE_2D, 41;
51set_face 4782 => 71 85 glColor 1, 1, 1, 1;
52libpng warning: Ignoring gAMA chunk with gamma=0 86 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
53allocating id 72 87 glEnable GL_BLEND;
54OK 88 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
55set_face 4781 => 72 89 glBegin GL_QUADS;
56libpng warning: Ignoring gAMA chunk with gamma=0 90 glTexCoord 0,1; glVertex 0,0;
57allocating id 73 91 glTexCoord 1,1; glVertex 255,0;
58OK 92 glTexCoord 1,0; glVertex 255,255;
59set_face 4784 => 73 93 glTexCoord 0,0; glVertex 0,255;
60libpng warning: Ignoring gAMA chunk with gamma=0 94 glEnd;
95 glDisable GL_BLEND;
96 glDisable GL_TEXTURE_2D;
97 }
61 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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