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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 1.245 by root, Sun Nov 19 20:31:28 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- use more graphical frames/separators to make dialogs more eye-pleasing/clean
34- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
35- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
36- playerbook/skills should have sensible tooltips with skill descriptions
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
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?
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
19- save only dirty cached maps, and save dirty maps != current map 54- 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 55- look into extendedmapinfo
21- the stats for the gauges which get into the stats_update function are somehow weird 56- 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 57 or that some commands do not take arguments ("drop all").
23- message window layout broken (entry too small). 58- sliders do not change size after reconfigure.
24- mesa-rendering of textview shows only garbage and/or another texture 59- enter runmode when cursor-key repeats (maybe not?)
25- label needs "expected char width" 60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
26- toplevel should enforce that windows always be partially visible 61- performance: use texture collections for upstream server data instead if gobs
27- maybe move window managing functionality into toplevel 62 of small textures.
28 63
29- implement suicide command for server 64TEMPORARY SERVER TODO:
30- cavehippo wants hashstring to be changed to hash name 65- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
66- palyer peaceful setting should be independen of game peaceful setting
67 (i.e. one should be able to become hostile against guards but still
68 be peaceful - the palyer peaceful would be toggled by priests and shown
69 in who, the game peaceful steting would be toggled by the peaceful command
70 but not otherwise shown).
31- pippij wants playerstealing to work between hostile players 71- pippij wants playerstealing to work between hostile players
32- schmorp wants to rework the who output format
33- attempt_jump tries to kick jumped-into monster,s but doesn't work 72- 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 73- 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. 74 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 75- 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 76- 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 77 be an attack (mentioned before). You also get no exp for this
39- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
40 your comments, with the mentioning of the current map (and perhaps an 79 your comments, with the mentioning of the current map (and perhaps an
41 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
42 81
43"workarounded" but not solved: 82
44(- IMPORTANT: move widgets to integer coordinates - fix containers!) 83 #TODO#d# display texture cache
45(- pango fontsize measure and decrease to achieve real pixel height) 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 }
46 100
47set_face 4783 => 70 101set_face 4783 => 70
48libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
49allocating id 71 103allocating id 71
50OK 104OK
57allocating id 73 111allocating id 73
58OK 112OK
59set_face 4784 => 73 113set_face 4784 => 73
60libpng warning: Ignoring gAMA chunk with gamma=0 114libpng warning: Ignoring gAMA chunk with gamma=0
61 115
116 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.
117 /*first pass*/
118 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
119 glDepthMask(FALSE); /*disable Z buffer*/
120 if (premultpliedTransparency)
121 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
122 else
123 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
124 /*render the object here*/
125
126 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:
127 /*second pass*/
128 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
129 glDepthMask(FALSE); /*disable Z buffer*/
130 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
131 /*render the object with alpha replaced with 1-a*/
132
133 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:
134 /*third pass*/
135 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
136 glDepthMask(TRUE); /*enable Z buffer*/
137 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
138 /*render the object with alpha replaced with 1*/
139
140

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