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 1.16 by root, Mon Apr 17 06:50:26 2006 UTC vs.
Revision 1.256 by root, Tue Mar 13 01:19:33 2007 UTC

1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html
3
4macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
1http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 6http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
2 7
3- IMPORTANT: map scroll darken code does not work 8- display opengl renderer for troubleshooting
4- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 9- automccompleter should vanish when its losing focus
5- message window layout broken (entry too small). 10- allow inventory window to be stacked vertically, maybe?
6- mesa-rendering of textview shows only garbage and/or another texture 11- ganondorf wants the complete to grow, never shrink
7- IMPORTANT: user interface (window positions etc.) should be saved, but 12- keypad-enter does not do the same as return in text entries
8 a) switching modes clears/recreates all widgets (has to, as parameters
9 are not resolution-independent)
10 b) widget layout is nontrivial as to not obscure map
11 c) need better way to center map then middle-button, maybe map overview
12 (but updates will be slow UPDATE updates are not at all slow).
13- labels are generally shown too small
14- labels have an extra " " at the end that affects size calculations(?)
15- label needs "expected char width"
16- make font description copy: font size changes hurt A LOT (really?)
17- toplevel should enforce that windows always be partially visible
18- maybe move window managing functionality into toplevel
19 13
20- cavehippo wants hashstring to be changed to hash name 14- ice in /whalingoutpost/misc/castle1
21- pippij wants playerstealing to work between hostile players 15 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
16- PANGO: create upstream-patch for inclusion into pango
17- SERVER: document ext/mapinfo and cfplus.ext
18- SERVER: memleak like hell: probably event-related? (probably not real)
19- LONG-TERM: party member health etc. status (needs player list, then trivial)
20- LONG-TERM: map landmark labels
21- LONG-TERM: player on map name
22 22
23"workarounded" but not solved: 23- player speed is only shown as current, not unencumbered max as in gcfclient
24(- IMPORTANT: move widgets to integer coordinates - fix containers!) 24- IMPORTANT: stats during item creation == crash? (reported by Grak)
25(- pango fontsize measure and decrease to achieve real pixel height) 25- IMPORTANT: server-protocol/upgrade etc.
26- IMPORTANT: good installation instructions/problem faq.
27- IMPORTANT: database creation parameters borked - fix and find upgrad epath
28- FEATURE: beside the floorbox, have a recent inventory items box
29- fix the pod referencing - L<glossary/space> does not get you anywhere.
30 * possibly look into auto-marking (wiki-style) certain key sequences.
26 31
27set_face 4783 => 70 32should be solved/investigated before 1.0 release:
28libpng warning: Ignoring gAMA chunk with gamma=0 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
29allocating id 71 34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
30OK 35- when in history "mode", completer cannot access completions at all
31set_face 4782 => 71 36- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32libpng warning: Ignoring gAMA chunk with gamma=0 37- offer common options such as use_skill sense xxx etc. in inventory via menu?
33allocating id 72 38- buttons should support hovering visually
34OK 39- notebooks should provide visual feedback (support from button class?)
35set_face 4781 => 72 40- floorbox out-of-screen after resizing (schmorp)
36libpng warning: Ignoring gAMA chunk with gamma=0 41- identify inventory hover slowness and fix it (schmorp)
37allocating id 73 42- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
38OK 43- playerbook/skills should have sensible tooltips with skill descriptions
39set_face 4784 => 73 44- 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 45- mapmap (overview) - scroll visible area by clicking/dragging
46- binding window and editor layout broken for long recordings => use scroller
47- maybe open the help viewer on the first start, or a simple dialog that
48 initially lists keybidings for gcfclient converts.
49- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
41 52
53post-1.0:
54- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
55 (after starting, press quit)
56- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
58 affect neighbouring visible pixels (border bleeding).
59- examine etc., should use extendeddrawinfo or sth. similar
60- player list from server for tell etc. commands
61- save only dirty cached maps, and save dirty maps != current map
62- look into extendedmapinfo
63- completer should know more about arguments, e.g. cast summon pet monster,
64 or that some commands do not take arguments ("drop all").
65- sliders do not change size after reconfigure.
66- enter runmode when cursor-key repeats (maybe not?)
67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
68- performance: use texture collections for upstream server data instead if gobs
69 of small textures.
70- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
71
72TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
74- palyer peaceful setting should be independen of game peaceful setting
75 (i.e. one should be able to become hostile against guards but still
76 be peaceful - the palyer peaceful would be toggled by priests and shown
77 in who, the game peaceful steting would be toggled by the peaceful command
78 but not otherwise shown).
79- attempt_jump tries to kick jumped-into monster,s but doesn't work
80- 1) If you hide, and someone can see you trying to hide, you'll get a
81 message, even when you can't see that other person.
82- 2) hiding exp is always 1, independant of how difficult it is to hide
83- 3) jumping into monsters does no damage, even though it's supposed to
84 be an attack (mentioned before). You also get no exp for this
85- 10) (feature request): bug/typo/idea commands to automatically log
86 your comments, with the mentioning of the current map (and perhaps an
87 item, if you do 'bug <item>').
88
89
90 #TODO#d# display texture cache
91 {
92 glEnable GL_TEXTURE_2D;
93 glBindTexture GL_TEXTURE_2D, 41;
94 glColor 1, 1, 1, 1;
95 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
96 glEnable GL_BLEND;
97 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
98 glBegin GL_QUADS;
99 glTexCoord 0,1; glVertex 0,0;
100 glTexCoord 1,1; glVertex 255,0;
101 glTexCoord 1,0; glVertex 255,255;
102 glTexCoord 0,0; glVertex 0,255;
103 glEnd;
104 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D;
106 }
107
108 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.
109 /*first pass*/
110 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 if (premultpliedTransparency)
113 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
114 else
115 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
116 /*render the object here*/
117
118 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:
119 /*second pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1-a*/
124
125 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:
126 /*third pass*/
127 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
128 glDepthMask(TRUE); /*enable Z buffer*/
129 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
130 /*render the object with alpha replaced with 1*/
131
132

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines