ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.35 by root, Mon Apr 24 11:54:25 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
312:17 <@schmorp> i do list all libs manually for pclient 6- PANGO: create upstream-patch for inclusion into pango
412:17 <@schmorp> will have to do that for gce too 7- SERVER: document ext/mapinfo and cfplus.ext
512:17 <@schmorp> remind me of it 8- SERVER: memleak like hell: probably event-related? (probably not real)
612:17 <@schmorp> qwhen i next bundle it 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name
7 12
13- IMPORTANT: server-protocol/upgrade etc.
14- IMPORTANT: good installation instructions/problem faq.
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.
8 20
9- IMPORTANT: slider should clip to valid range properly 21should be solved/investigated before 1.0 release:
10- IMPORTANT: user interface (window positions etc.) should be saved, but 22- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
11 a) switching modes clears/recreates all widgets (has to, as parameters 23- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
12 are not resolution-independent) 24- when in history "mode", completer cannot access completions at all
13 b) widget layout is nontrivial as to not obscure map 25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
14 c) need better way to center map then middle-button, maybe map overview 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.
15 (but updates will be slow UPDATE updates are not at all slow). 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?
16 43
17- enter runmode when cursor-key repeats 44post-1.0:
18- mapmap (overview) 45- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
19 - convetr to real window 46 (after starting, press quit)
20 - draw rectangle around visible area 47- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
21 - scroll visible area 48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
22 - make size configurable/reesizable 49 affect neighbouring visible pixels (border bleeding).
23- use real mapmap size in map caching, not hardcoded 250 size 50- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands
24- save only dirty cached maps, and save dirty maps != current map 52- save only dirty cached maps, and save dirty maps != current map
25- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 53- look into extendedmapinfo
26- 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,
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 55 or that some commands do not take arguments ("drop all").
28- message window layout broken (entry too small). 56- sliders do not change size after reconfigure.
29- mesa-rendering of textview shows only garbage and/or another texture 57- enter runmode when cursor-key repeats (maybe not?)
30- label needs "expected char width" 58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
31- toplevel should enforce that windows always be partially visible 59- performance: use texture collections for upstream server data instead if gobs
32- maybe move window managing functionality into toplevel 60 of small textures.
33- look into extendeddrawinfo and extendedmapinfo 61- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
34- add extenstive tooltips to stats window, basically like a manual :)
35 62
36TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
64- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
37- palyer peaceful setting should be independen of game peaceful setting 65- palyer peaceful setting should be independen of game peaceful setting
38 (i.e. one should be able to become hostile against guards but still 66 (i.e. one should be able to become hostile against guards but still
39 be peaceful - the palyer peaceful would be toggled by priests and shown 67 be peaceful - the palyer peaceful would be toggled by priests and shown
40 in who, the game peaceful steting would be toggled by the peaceful command 68 in who, the game peaceful steting would be toggled by the peaceful command
41 but not otherwise shown). 69 but not otherwise shown).
42- run flawfinder on cf
43- disable old socket mode in server
44- implement suicide command for server
45- cavehippo wants hashstring to be changed to hash name
46- pippij wants playerstealing to work between hostile players
47- schmorp wants to rework the who output format
48- 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
49- 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
50 message, even when you can't see that other person. 72 message, even when you can't see that other person.
51- 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
52- 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
53 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
54- 10) (feature request): bug/typo/idea commands to automatically log 76- 10) (feature request): bug/typo/idea commands to automatically log
55 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
56 item, if you do 'bug <item>'). 78 item, if you do 'bug <item>').
57 79
58"workarounded" but not solved:
59(- IMPORTANT: move widgets to integer coordinates - fix containers!)
60(- pango fontsize measure and decrease to achieve real pixel height)
61 80
62set_face 4783 => 70 81 #TODO#d# display texture cache
63libpng warning: Ignoring gAMA chunk with gamma=0 82 {
64allocating id 71 83 glEnable GL_TEXTURE_2D;
65OK 84 glBindTexture GL_TEXTURE_2D, 41;
66set_face 4782 => 71 85 glColor 1, 1, 1, 1;
67libpng warning: Ignoring gAMA chunk with gamma=0 86 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
68allocating id 72 87 glEnable GL_BLEND;
69OK 88 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
70set_face 4781 => 72 89 glBegin GL_QUADS;
71libpng warning: Ignoring gAMA chunk with gamma=0 90 glTexCoord 0,1; glVertex 0,0;
72allocating id 73 91 glTexCoord 1,1; glVertex 255,0;
73OK 92 glTexCoord 1,0; glVertex 255,255;
74set_face 4784 => 73 93 glTexCoord 0,0; glVertex 0,255;
75libpng warning: Ignoring gAMA chunk with gamma=0 94 glEnd;
95 glDisable GL_BLEND;
96 glDisable GL_TEXTURE_2D;
97 }
76 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines