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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.44 by root, Sun May 7 21:10:58 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
312:17 <@schmorp> i do list all libs manually for pclient 6- ganondorf wants the complete to grow, never shrink
412:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it
7 7
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 8- PANGO: create upstream-patch for inclusion into pango
9- IMPORTANT: slider should clip to valid range properly 9- SERVER: document ext/mapinfo and cfplus.ext
10- IMPORTANT: user interface (window positions etc.) should be saved, but 10- SERVER: memleak like hell: probably event-related? (probably not real)
11 a) switching modes clears/recreates all widgets (has to, as parameters 11- LONG-TERM: party member health etc. status (needs player list, then trivial)
12 are not resolution-independent) 12- LONG-TERM: map landmark labels
13 b) widget layout is nontrivial as to not obscure map 13- LONG-TERM: player on map name
14 c) need better way to center map then middle-button, maybe map overview
15 (but updates will be slow UPDATE updates are not at all slow).
16- IMPORTANT: animate faces in inventory etc.
17- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt
18 ein savebed aufzusuchen.
19 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
20should be solved/investitaged before release: 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:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 45- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing ogin with connection refused, then close window) 46 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation 47- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
24- enter runmode when cursor-key repeats 48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
25- mapmap (overview) 49 affect neighbouring visible pixels (border bleeding).
26 - scroll visible area 50- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands
27- save only dirty cached maps, and save dirty maps != current map 52- save only dirty cached maps, and save dirty maps != current map
28- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 53- look into extendedmapinfo
29- mesa-rendering of textview shows only garbage and/or another texture 54- completer should know more about arguments, e.g. cast summon pet monster,
30- maybe move window managing functionality into toplevel 55 or that some commands do not take arguments ("drop all").
31- look into extendeddrawinfo and extendedmapinfo 56- sliders do not change size after reconfigure.
32 57- enter runmode when cursor-key repeats (maybe not?)
33low priority: 58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
34- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
35- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
36- performance: use texture collections for upstream server data instead if gobs 59- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 60 of small textures.
38- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 61- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
39 affect neighbouring visible pixels (border bleeding).
40- pango fontsize measure and decrease to achieve real pixel height
41 62
42TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
64- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
43- palyer peaceful setting should be independen of game peaceful setting 65- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 66 (i.e. one should be able to become hostile against guards but still
45 be peaceful - the palyer peaceful would be toggled by priests and shown 67 be peaceful - the palyer peaceful would be toggled by priests and shown
46 in who, the game peaceful steting would be toggled by the peaceful command 68 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 69 but not otherwise shown).
48- run flawfinder on cf
49- disable old socket mode in server
50- implement suicide command for server
51- cavehippo wants hashstring to be changed to hash name
52- pippij wants playerstealing to work between hostile players
53- schmorp wants to rework the who output format
54- 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
55- 1) If you hide, and someone can see you trying to hide, you'll get a 71- 1) If you hide, and someone can see you trying to hide, you'll get a
56 message, even when you can't see that other person. 72 message, even when you can't see that other person.
57- 2) hiding exp is always 1, independant of how difficult it is to hide 73- 2) hiding exp is always 1, independant of how difficult it is to hide
58- 3) jumping into monsters does no damage, even though it's supposed to 74- 3) jumping into monsters does no damage, even though it's supposed to
59 be an attack (mentioned before). You also get no exp for this 75 be an attack (mentioned before). You also get no exp for this
60- 10) (feature request): bug/typo/idea commands to automatically log 76- 10) (feature request): bug/typo/idea commands to automatically log
61 your comments, with the mentioning of the current map (and perhaps an 77 your comments, with the mentioning of the current map (and perhaps an
62 item, if you do 'bug <item>'). 78 item, if you do 'bug <item>').
63 79
64set_face 4783 => 70
65libpng warning: Ignoring gAMA chunk with gamma=0
66allocating id 71
67OK
68set_face 4782 => 71
69libpng warning: Ignoring gAMA chunk with gamma=0
70allocating id 72
71OK
72set_face 4781 => 72
73libpng warning: Ignoring gAMA chunk with gamma=0
74allocating id 73
75OK
76set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0
78 80
81 #TODO#d# display texture cache
82 {
83 glEnable GL_TEXTURE_2D;
84 glBindTexture GL_TEXTURE_2D, 41;
85 glColor 1, 1, 1, 1;
86 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
87 glEnable GL_BLEND;
88 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
89 glBegin GL_QUADS;
90 glTexCoord 0,1; glVertex 0,0;
91 glTexCoord 1,1; glVertex 255,0;
92 glTexCoord 1,0; glVertex 255,255;
93 glTexCoord 0,0; glVertex 0,255;
94 glEnd;
95 glDisable GL_BLEND;
96 glDisable GL_TEXTURE_2D;
97 }
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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