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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.26 by root, Sat Apr 22 03:50:23 2006 UTC vs.
Revision 1.247 by root, Mon Nov 20 16:41:46 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- fix the pod referencing - L<glossary/space> does not get you anywhere.
17 - make size configurable/reesizable 18 * possibly look into auto-marking (wiki-style) certain key sequences.
18- use real mapmap size in map caching, not hardcoded 250 size 19
20should be solved/investigated before 1.0 release:
21- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
22- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
23- when in history "mode", completer cannot access completions at all
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- offer common options such as use_skill sense xxx etc. in inventory via menu?
26- buttons should support hovering visually
27- notebooks should provide visual feedback (support from button class?)
28- floorbox out-of-screen after resizing (schmorp)
29- identify inventory hover slowness and fix it (schmorp)
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31- playerbook/skills should have sensible tooltips with skill descriptions
32- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
33- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings => use scroller
35- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts.
37- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
38- what happened to the dialog being shown when modifiers are pressed, showing
39 keybindings for this modifier?
40
41post-1.0:
42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
43 (after starting, press quit)
44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
46 affect neighbouring visible pixels (border bleeding).
47- examine etc., should use extendeddrawinfo or sth. similar
48- player list from server for tell etc. commands
19- save only dirty cached maps, and save dirty maps != current map 49- 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 50- look into extendedmapinfo
21- the stats for the gauges which get into the stats_update function are somehow weird 51- 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 52 or that some commands do not take arguments ("drop all").
23- message window layout broken (entry too small). 53- sliders do not change size after reconfigure.
24- mesa-rendering of textview shows only garbage and/or another texture 54- enter runmode when cursor-key repeats (maybe not?)
25- label needs "expected char width" 55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
26- toplevel should enforce that windows always be partially visible 56- performance: use texture collections for upstream server data instead if gobs
27- maybe move window managing functionality into toplevel 57 of small textures.
58- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
28 59
29- disable old socket mode in server 60TEMPORARY SERVER TODO:
30- implement suicide command for server 61- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
31- cavehippo wants hashstring to be changed to hash name 62- palyer peaceful setting should be independen of game peaceful setting
32- pippij wants playerstealing to work between hostile players 63 (i.e. one should be able to become hostile against guards but still
33- schmorp wants to rework the who output format 64 be peaceful - the palyer peaceful would be toggled by priests and shown
65 in who, the game peaceful steting would be toggled by the peaceful command
66 but not otherwise shown).
34- attempt_jump tries to kick jumped-into monster,s but doesn't work 67- attempt_jump tries to kick jumped-into monster,s but doesn't work
35- 1) If you hide, and someone can see you trying to hide, you'll get a 68- 1) If you hide, and someone can see you trying to hide, you'll get a
36 message, even when you can't see that other person. 69 message, even when you can't see that other person.
37- 2) hiding exp is always 1, independant of how difficult it is to hide 70- 2) hiding exp is always 1, independant of how difficult it is to hide
38- 3) jumping into monsters does no damage, even though it's supposed to 71- 3) jumping into monsters does no damage, even though it's supposed to
39 be an attack (mentioned before). You also get no exp for this 72 be an attack (mentioned before). You also get no exp for this
40- 10) (feature request): bug/typo/idea commands to automatically log 73- 10) (feature request): bug/typo/idea commands to automatically log
41 your comments, with the mentioning of the current map (and perhaps an 74 your comments, with the mentioning of the current map (and perhaps an
42 item, if you do 'bug <item>'). 75 item, if you do 'bug <item>').
43 76
44"workarounded" but not solved:
45(- IMPORTANT: move widgets to integer coordinates - fix containers!)
46(- pango fontsize measure and decrease to achieve real pixel height)
47 77
48set_face 4783 => 70 78 #TODO#d# display texture cache
49libpng warning: Ignoring gAMA chunk with gamma=0 79 {
50allocating id 71 80 glEnable GL_TEXTURE_2D;
51OK 81 glBindTexture GL_TEXTURE_2D, 41;
52set_face 4782 => 71 82 glColor 1, 1, 1, 1;
53libpng warning: Ignoring gAMA chunk with gamma=0 83 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
54allocating id 72 84 glEnable GL_BLEND;
55OK 85 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
56set_face 4781 => 72 86 glBegin GL_QUADS;
57libpng warning: Ignoring gAMA chunk with gamma=0 87 glTexCoord 0,1; glVertex 0,0;
58allocating id 73 88 glTexCoord 1,1; glVertex 255,0;
59OK 89 glTexCoord 1,0; glVertex 255,255;
60set_face 4784 => 73 90 glTexCoord 0,0; glVertex 0,255;
61libpng warning: Ignoring gAMA chunk with gamma=0 91 glEnd;
92 glDisable GL_BLEND;
93 glDisable GL_TEXTURE_2D;
94 }
62 95
96 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.
97 /*first pass*/
98 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
99 glDepthMask(FALSE); /*disable Z buffer*/
100 if (premultpliedTransparency)
101 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
102 else
103 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
104 /*render the object here*/
105
106 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:
107 /*second pass*/
108 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
109 glDepthMask(FALSE); /*disable Z buffer*/
110 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
111 /*render the object with alpha replaced with 1-a*/
112
113 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:
114 /*third pass*/
115 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
116 glDepthMask(TRUE); /*enable Z buffer*/
117 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
118 /*render the object with alpha replaced with 1*/
119
120

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