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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.22 by root, Wed Apr 19 06:06:43 2006 UTC vs.
Revision 1.250 by root, Tue Dec 12 23:59:13 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- ganondorf wants the complete to grow, never shrink
4- enter runmode when cursor-key repeats 7
5- mapmap (overview) 8- PANGO: create upstream-patch for inclusion into pango
6 - convetr to real window 9- SERVER: document ext/mapinfo and cfplus.ext
7 - draw rectangle around visible area 10- SERVER: memleak like hell: probably event-related? (probably not real)
8 - scroll visible area 11- LONG-TERM: party member health etc. status (needs player list, then trivial)
9 - make size configurable/reesizable 12- LONG-TERM: map landmark labels
10- use real mapmap size in map caching, not hardcoded 250 size 13- LONG-TERM: player on map name
14
15- IMPORTANT: stats during item creation == crash? (reported by Grak)
16- IMPORTANT: server-protocol/upgrade etc.
17- IMPORTANT: good installation instructions/problem faq.
18- IMPORTANT: database creation parameters borked - fix and find upgrad epath
19- FEATURE: beside the floorbox, have a recent inventory items box
20- fix the pod referencing - L<glossary/space> does not get you anywhere.
21 * possibly look into auto-marking (wiki-style) certain key sequences.
22
23should be solved/investigated before 1.0 release:
24- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
25- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
26- when in history "mode", completer cannot access completions at all
27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
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?
43
44post-1.0:
45- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
46 (after starting, press quit)
47- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49 affect neighbouring visible pixels (border bleeding).
50- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands
11- save only dirty cached maps, and save dirty maps != current map 52- save only dirty cached maps, and save dirty maps != current map
12- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 53- look into extendedmapinfo
13- 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,
14- IMPORTANT: map scroll darken code does not work 55 or that some commands do not take arguments ("drop all").
15- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 56- sliders do not change size after reconfigure.
16- message window layout broken (entry too small). 57- enter runmode when cursor-key repeats (maybe not?)
17- mesa-rendering of textview shows only garbage and/or another texture 58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
18- IMPORTANT: user interface (window positions etc.) should be saved, but 59- performance: use texture collections for upstream server data instead if gobs
19 a) switching modes clears/recreates all widgets (has to, as parameters 60 of small textures.
20 are not resolution-independent) 61- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24- label needs "expected char width"
25- toplevel should enforce that windows always be partially visible
26- maybe move window managing functionality into toplevel
27 62
28- cavehippo wants hashstring to be changed to hash name 63TEMPORARY SERVER TODO:
29- pippij wants playerstealing to work between hostile players 64- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
30- schmorp wants to rework the who output format 65- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still
67 be peaceful - the palyer peaceful would be toggled by priests and shown
68 in who, the game peaceful steting would be toggled by the peaceful command
69 but not otherwise shown).
31- 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
71- 1) If you hide, and someone can see you trying to hide, you'll get a
72 message, even when you can't see that other person.
73- 2) hiding exp is always 1, independant of how difficult it is to hide
74- 3) jumping into monsters does no damage, even though it's supposed to
75 be an attack (mentioned before). You also get no exp for this
76- 10) (feature request): bug/typo/idea commands to automatically log
77 your comments, with the mentioning of the current map (and perhaps an
78 item, if you do 'bug <item>').
32 79
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 80
37set_face 4783 => 70 81 #TODO#d# display texture cache
38libpng warning: Ignoring gAMA chunk with gamma=0 82 {
39allocating id 71 83 glEnable GL_TEXTURE_2D;
40OK 84 glBindTexture GL_TEXTURE_2D, 41;
41set_face 4782 => 71 85 glColor 1, 1, 1, 1;
42libpng warning: Ignoring gAMA chunk with gamma=0 86 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
43allocating id 72 87 glEnable GL_BLEND;
44OK 88 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
45set_face 4781 => 72 89 glBegin GL_QUADS;
46libpng warning: Ignoring gAMA chunk with gamma=0 90 glTexCoord 0,1; glVertex 0,0;
47allocating id 73 91 glTexCoord 1,1; glVertex 255,0;
48OK 92 glTexCoord 1,0; glVertex 255,255;
49set_face 4784 => 73 93 glTexCoord 0,0; glVertex 0,255;
50libpng warning: Ignoring gAMA chunk with gamma=0 94 glEnd;
95 glDisable GL_BLEND;
96 glDisable GL_TEXTURE_2D;
97 }
51 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

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