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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.12 by root, Sun Apr 16 07:33:36 2006 UTC vs.
Revision 1.249 by root, Sat Dec 9 02:21:25 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- IMPORTANT: map scroll darken code does not work 6- EXTREMELY IMPORTANT
4- IMPORTANT: message window entry widget should defocus automatically when invoked 7- PANGO: crashes when "xxx ""\n" in buffer and insrets return at "" with:
5 from the map widget. 8 Pango-ERROR **: file /build/buildd/pango1.0-1.14.7/./pango/pango-layout.c: line 1824 (pango_layout_line_get_char_direction): should not be reached
6- message window layout broken (entry too small).
7- mesa-rendering of textview shows only garbage and/or another texture
8- IMPORTANT: user interface (window positions etc.) should be saved, but
9 a) switching modes clears/recreates all widgets (has to, as parameters
10 are not resolution-independent)
11 b) widget layout is nontrivial as to not obscure map
12 c) need better way to center map then middle-button, maybe map overview
13 (but updates will be slow UPDATE updates are not at all slow).
14- labels are generally shown too small
15- labels have an extra " " at the end that affects size calculations(?)
16- label needs "expected char size"
17- make font description copy: font size changes hurt A LOT (really?)
18- toplevel should enforce that windows always be partially visible
19- maybe move window managing functionality into toplevel
20 9
21- cavehippo wants hashstring to be changed to hash name 10- PANGO: create upstream-patch for inclusion into pango
11- SERVER: document ext/mapinfo and cfplus.ext
12- SERVER: memleak like hell: probably event-related? (probably not real)
13- LONG-TERM: party member health etc. status (needs player list, then trivial)
14- LONG-TERM: map landmark labels
15- LONG-TERM: player on map name
22 16
23"workarounded" but not solved: 17- IMPORTANT: stats during item creation == crash? (reported by Grak)
24(- IMPORTANT: move widgets to integer coordinates - fix containers!) 18- IMPORTANT: server-protocol/upgrade etc.
25(- pango fontsize measure and decrease to achieve real pixel height) 19- IMPORTANT: good installation instructions/problem faq.
20- IMPORTANT: database creation parameters borked - fix and find upgrad epath
21- FEATURE: beside the floorbox, have a recent inventory items box
22- fix the pod referencing - L<glossary/space> does not get you anywhere.
23 * possibly look into auto-marking (wiki-style) certain key sequences.
26 24
27set_face 4783 => 70 25should be solved/investigated before 1.0 release:
28libpng warning: Ignoring gAMA chunk with gamma=0 26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
29allocating id 71 27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
30OK 28- when in history "mode", completer cannot access completions at all
31set_face 4782 => 71 29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32libpng warning: Ignoring gAMA chunk with gamma=0 30- offer common options such as use_skill sense xxx etc. in inventory via menu?
33allocating id 72 31- buttons should support hovering visually
34OK 32- notebooks should provide visual feedback (support from button class?)
35set_face 4781 => 72 33- floorbox out-of-screen after resizing (schmorp)
36libpng warning: Ignoring gAMA chunk with gamma=0 34- identify inventory hover slowness and fix it (schmorp)
37allocating id 73 35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
38OK 36- playerbook/skills should have sensible tooltips with skill descriptions
39set_face 4784 => 73 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
40libpng warning: Ignoring gAMA chunk with gamma=0 38- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- what happened to the dialog being shown when modifiers are pressed, showing
44 keybindings for this modifier?
41 45
46post-1.0:
47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
48 (after starting, press quit)
49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
50- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
51 affect neighbouring visible pixels (border bleeding).
52- examine etc., should use extendeddrawinfo or sth. similar
53- player list from server for tell etc. commands
54- save only dirty cached maps, and save dirty maps != current map
55- look into extendedmapinfo
56- completer should know more about arguments, e.g. cast summon pet monster,
57 or that some commands do not take arguments ("drop all").
58- sliders do not change size after reconfigure.
59- enter runmode when cursor-key repeats (maybe not?)
60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
61- performance: use texture collections for upstream server data instead if gobs
62 of small textures.
63- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
64
65TEMPORARY SERVER TODO:
66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
67- palyer peaceful setting should be independen of game peaceful setting
68 (i.e. one should be able to become hostile against guards but still
69 be peaceful - the palyer peaceful would be toggled by priests and shown
70 in who, the game peaceful steting would be toggled by the peaceful command
71 but not otherwise shown).
72- attempt_jump tries to kick jumped-into monster,s but doesn't work
73- 1) If you hide, and someone can see you trying to hide, you'll get a
74 message, even when you can't see that other person.
75- 2) hiding exp is always 1, independant of how difficult it is to hide
76- 3) jumping into monsters does no damage, even though it's supposed to
77 be an attack (mentioned before). You also get no exp for this
78- 10) (feature request): bug/typo/idea commands to automatically log
79 your comments, with the mentioning of the current map (and perhaps an
80 item, if you do 'bug <item>').
81
82
83 #TODO#d# display texture cache
84 {
85 glEnable GL_TEXTURE_2D;
86 glBindTexture GL_TEXTURE_2D, 41;
87 glColor 1, 1, 1, 1;
88 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
89 glEnable GL_BLEND;
90 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
91 glBegin GL_QUADS;
92 glTexCoord 0,1; glVertex 0,0;
93 glTexCoord 1,1; glVertex 255,0;
94 glTexCoord 1,0; glVertex 255,255;
95 glTexCoord 0,0; glVertex 0,255;
96 glEnd;
97 glDisable GL_BLEND;
98 glDisable GL_TEXTURE_2D;
99 }
100
101 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.
102 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 if (premultpliedTransparency)
106 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
107 else
108 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
109 /*render the object here*/
110
111 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:
112 /*second pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1-a*/
117
118 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:
119 /*third pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(TRUE); /*enable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1*/
124
125

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