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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.19 by root, Tue Apr 18 02:04:22 2006 UTC vs.
Revision 1.248 by root, Sun Dec 3 01:03:49 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- mapmap (overview) 6- PANGO: create upstream-patch for inclusion into pango
4 - convetr to real window 7- SERVER: document ext/mapinfo and cfplus.ext
5 - draw rectangle around visible area 8- SERVER: memleak like hell: probably event-related? (probably not real)
6 - scroll visible area 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
7 - make size configurable/reesizable 10- LONG-TERM: map landmark labels
8- use real mapmap size in map caching, not hardcoded 250 size 11- LONG-TERM: player on map name
12
13- IMPORTANT: stats during item creation == crash? (reported by Grak)
14- IMPORTANT: server-protocol/upgrade etc.
15- IMPORTANT: good installation instructions/problem faq.
16- IMPORTANT: database creation parameters borked - fix and find upgrad epath
17- FEATURE: beside the floorbox, have a recent inventory items box
18- fix the pod referencing - L<glossary/space> does not get you anywhere.
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- offer common options such as use_skill sense xxx etc. in inventory via menu?
27- buttons should support hovering visually
28- notebooks should provide visual feedback (support from button class?)
29- floorbox out-of-screen after resizing (schmorp)
30- identify inventory hover slowness and fix it (schmorp)
31- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32- playerbook/skills should have sensible tooltips with skill descriptions
33- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
34- mapmap (overview) - scroll visible area by clicking/dragging
35- binding window and editor layout broken for long recordings => use scroller
36- maybe open the help viewer on the first start, or a simple dialog that
37 initially lists keybidings for gcfclient converts.
38- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
39- what happened to the dialog being shown when modifiers are pressed, showing
40 keybindings for this modifier?
41
42post-1.0:
43- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
44 (after starting, press quit)
45- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
46- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
47 affect neighbouring visible pixels (border bleeding).
48- examine etc., should use extendeddrawinfo or sth. similar
49- player list from server for tell etc. commands
9- save only dirty cached maps, and save dirty maps != current map 50- save only dirty cached maps, and save dirty maps != current map
10- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 51- look into extendedmapinfo
11- the stats for the gauges which get into the stats_update function are somehow weird 52- completer should know more about arguments, e.g. cast summon pet monster,
12- IMPORTANT: map scroll darken code does not work 53 or that some commands do not take arguments ("drop all").
13- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 54- sliders do not change size after reconfigure.
14- message window layout broken (entry too small). 55- enter runmode when cursor-key repeats (maybe not?)
15- mesa-rendering of textview shows only garbage and/or another texture 56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
16- IMPORTANT: user interface (window positions etc.) should be saved, but 57- performance: use texture collections for upstream server data instead if gobs
17 a) switching modes clears/recreates all widgets (has to, as parameters 58 of small textures.
18 are not resolution-independent) 59- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
19 b) widget layout is nontrivial as to not obscure map
20 c) need better way to center map then middle-button, maybe map overview
21 (but updates will be slow UPDATE updates are not at all slow).
22- labels are generally shown too small
23- labels have an extra " " at the end that affects size calculations(?)
24- label needs "expected char width"
25- make font description copy: font size changes hurt A LOT (really?)
26- toplevel should enforce that windows always be partially visible
27- maybe move window managing functionality into toplevel
28 60
29- cavehippo wants hashstring to be changed to hash name 61TEMPORARY SERVER TODO:
30- pippij wants playerstealing to work between hostile players 62- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
31- schmorp wants to rework the who output format 63- palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown
66 in who, the game peaceful steting would be toggled by the peaceful command
67 but not otherwise shown).
68- attempt_jump tries to kick jumped-into monster,s but doesn't work
69- 1) If you hide, and someone can see you trying to hide, you'll get a
70 message, even when you can't see that other person.
71- 2) hiding exp is always 1, independant of how difficult it is to hide
72- 3) jumping into monsters does no damage, even though it's supposed to
73 be an attack (mentioned before). You also get no exp for this
74- 10) (feature request): bug/typo/idea commands to automatically log
75 your comments, with the mentioning of the current map (and perhaps an
76 item, if you do 'bug <item>').
32 77
33"workarounded" but not solved:
34(- IMPORTANT: move widgets to integer coordinates - fix containers!)
35(- pango fontsize measure and decrease to achieve real pixel height)
36 78
37set_face 4783 => 70 79 #TODO#d# display texture cache
38libpng warning: Ignoring gAMA chunk with gamma=0 80 {
39allocating id 71 81 glEnable GL_TEXTURE_2D;
40OK 82 glBindTexture GL_TEXTURE_2D, 41;
41set_face 4782 => 71 83 glColor 1, 1, 1, 1;
42libpng warning: Ignoring gAMA chunk with gamma=0 84 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
43allocating id 72 85 glEnable GL_BLEND;
44OK 86 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
45set_face 4781 => 72 87 glBegin GL_QUADS;
46libpng warning: Ignoring gAMA chunk with gamma=0 88 glTexCoord 0,1; glVertex 0,0;
47allocating id 73 89 glTexCoord 1,1; glVertex 255,0;
48OK 90 glTexCoord 1,0; glVertex 255,255;
49set_face 4784 => 73 91 glTexCoord 0,0; glVertex 0,255;
50libpng warning: Ignoring gAMA chunk with gamma=0 92 glEnd;
93 glDisable GL_BLEND;
94 glDisable GL_TEXTURE_2D;
95 }
51 96
97 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.
98 /*first pass*/
99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
100 glDepthMask(FALSE); /*disable Z buffer*/
101 if (premultpliedTransparency)
102 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
103 else
104 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
105 /*render the object here*/
106
107 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:
108 /*second pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1-a*/
113
114 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:
115 /*third pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(TRUE); /*enable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1*/
120
121

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