ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.30 by root, Mon Apr 24 03:19:41 2006 UTC vs.
Revision 1.251 by root, Wed Dec 13 17:30:02 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: slider should clip to valid range properly 6- ganondorf wants the complete to grow, never shrink
4- IMPIMPIMP-ORA-ANT: history for commandline :)
5- IMPORTANT: user interface (window positions etc.) should be saved, but
6 a) switching modes clears/recreates all widgets (has to, as parameters
7 are not resolution-independent)
8 b) widget layout is nontrivial as to not obscure map
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 7
12- enter runmode when cursor-key repeats 8- ice in /whalingoutpost/misc/castle1
13- mapmap (overview) 9 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
14 - convetr to real window 10- PANGO: create upstream-patch for inclusion into pango
15 - draw rectangle around visible area 11- SERVER: document ext/mapinfo and cfplus.ext
16 - scroll visible area 12- SERVER: memleak like hell: probably event-related? (probably not real)
17 - make size configurable/reesizable 13- LONG-TERM: party member health etc. status (needs player list, then trivial)
18- use real mapmap size in map caching, not hardcoded 250 size 14- LONG-TERM: map landmark labels
15- LONG-TERM: player on map name
16
17- IMPORTANT: stats during item creation == crash? (reported by Grak)
18- IMPORTANT: server-protocol/upgrade etc.
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.
24
25should be solved/investigated before 1.0 release:
26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
28- when in history "mode", completer cannot access completions at all
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- offer common options such as use_skill sense xxx etc. in inventory via menu?
31- buttons should support hovering visually
32- notebooks should provide visual feedback (support from button class?)
33- floorbox out-of-screen after resizing (schmorp)
34- identify inventory hover slowness and fix it (schmorp)
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
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.
63- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
28 64
29TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
30- run flawfinder on cf 66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
31- disable old socket mode in server 67- palyer peaceful setting should be independen of game peaceful setting
32- implement suicide command for server 68 (i.e. one should be able to become hostile against guards but still
33- cavehippo wants hashstring to be changed to hash name 69 be peaceful - the palyer peaceful would be toggled by priests and shown
34- pippij wants playerstealing to work between hostile players 70 in who, the game peaceful steting would be toggled by the peaceful command
35- schmorp wants to rework the who output format 71 but not otherwise shown).
36- 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
37- 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
38 message, even when you can't see that other person. 74 message, even when you can't see that other person.
39- 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
40- 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
41 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
42- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
43 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
44 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
45 81
46"workarounded" but not solved:
47(- IMPORTANT: move widgets to integer coordinates - fix containers!)
48(- pango fontsize measure and decrease to achieve real pixel height)
49 82
50set_face 4783 => 70 83 #TODO#d# display texture cache
51libpng warning: Ignoring gAMA chunk with gamma=0 84 {
52allocating id 71 85 glEnable GL_TEXTURE_2D;
53OK 86 glBindTexture GL_TEXTURE_2D, 41;
54set_face 4782 => 71 87 glColor 1, 1, 1, 1;
55libpng warning: Ignoring gAMA chunk with gamma=0 88 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
56allocating id 72 89 glEnable GL_BLEND;
57OK 90 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
58set_face 4781 => 72 91 glBegin GL_QUADS;
59libpng warning: Ignoring gAMA chunk with gamma=0 92 glTexCoord 0,1; glVertex 0,0;
60allocating id 73 93 glTexCoord 1,1; glVertex 255,0;
61OK 94 glTexCoord 1,0; glVertex 255,255;
62set_face 4784 => 73 95 glTexCoord 0,0; glVertex 0,255;
63libpng warning: Ignoring gAMA chunk with gamma=0 96 glEnd;
97 glDisable GL_BLEND;
98 glDisable GL_TEXTURE_2D;
99 }
64 100
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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines