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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.33 by elmex, Mon Apr 24 08:44:23 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: slider should clip to valid range properly 8- display opengl renderer for troubleshooting
4- IMPORTANT: user interface (window positions etc.) should be saved, but 9- automccompleter should vanish when its losing focus
5 a) switching modes clears/recreates all widgets (has to, as parameters 10- allow inventory window to be stacked vertically, maybe?
6 are not resolution-independent) 11- ganondorf wants the complete to grow, never shrink
7 b) widget layout is nontrivial as to not obscure map 12- keypad-enter does not do the same as return in text entries
8 c) need better way to center map then middle-button, maybe map overview
9 (but updates will be slow UPDATE updates are not at all slow).
10 13
11- enter runmode when cursor-key repeats 14- ice in /whalingoutpost/misc/castle1
12- mapmap (overview) 15 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13 - convetr to real window 16- PANGO: create upstream-patch for inclusion into pango
14 - draw rectangle around visible area 17- SERVER: document ext/mapinfo and cfplus.ext
15 - scroll visible area 18- SERVER: memleak like hell: probably event-related? (probably not real)
16 - make size configurable/reesizable 19- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- use real mapmap size in map caching, not hardcoded 250 size 20- LONG-TERM: map landmark labels
21- LONG-TERM: player on map name
22
23- player speed is only shown as current, not unencumbered max as in gcfclient
24- IMPORTANT: stats during item creation == crash? (reported by Grak)
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.
31
32should be solved/investigated before 1.0 release:
33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
35- when in history "mode", completer cannot access completions at all
36- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
37- offer common options such as use_skill sense xxx etc. in inventory via menu?
38- buttons should support hovering visually
39- notebooks should provide visual feedback (support from button class?)
40- floorbox out-of-screen after resizing (schmorp)
41- identify inventory hover slowness and fix it (schmorp)
42- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
43- playerbook/skills should have sensible tooltips with skill descriptions
44- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
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?
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
18- save only dirty cached maps, and save dirty maps != current map 61- save only dirty cached maps, and save dirty maps != current map
19- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 62- look into extendedmapinfo
20- the stats for the gauges which get into the stats_update function are somehow weird 63- completer should know more about arguments, e.g. cast summon pet monster,
21- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 64 or that some commands do not take arguments ("drop all").
22- message window layout broken (entry too small). 65- sliders do not change size after reconfigure.
23- mesa-rendering of textview shows only garbage and/or another texture 66- enter runmode when cursor-key repeats (maybe not?)
24- label needs "expected char width" 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
25- toplevel should enforce that windows always be partially visible 68- performance: use texture collections for upstream server data instead if gobs
26- maybe move window managing functionality into toplevel 69 of small textures.
27- look into extendeddrawinfo and extendedmapinfo 70- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
28 71
29TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
30- palyer peaceful setting should be independen of game peaceful setting 74- palyer peaceful setting should be independen of game peaceful setting
31 (i.e. one should be able to become hostile against guards but still 75 (i.e. one should be able to become hostile against guards but still
32 be peaceful - the palyer peaceful would be toggled by priests and shown 76 be peaceful - the palyer peaceful would be toggled by priests and shown
33 in who, the game peaceful steting would be toggled by the peaceful command 77 in who, the game peaceful steting would be toggled by the peaceful command
34 but not otherwise shown). 78 but not otherwise shown).
35- run flawfinder on cf
36- disable old socket mode in server
37- implement suicide command for server
38- cavehippo wants hashstring to be changed to hash name
39- pippij wants playerstealing to work between hostile players
40- schmorp wants to rework the who output format
41- attempt_jump tries to kick jumped-into monster,s but doesn't work 79- attempt_jump tries to kick jumped-into monster,s but doesn't work
42- 1) If you hide, and someone can see you trying to hide, you'll get a 80- 1) If you hide, and someone can see you trying to hide, you'll get a
43 message, even when you can't see that other person. 81 message, even when you can't see that other person.
44- 2) hiding exp is always 1, independant of how difficult it is to hide 82- 2) hiding exp is always 1, independant of how difficult it is to hide
45- 3) jumping into monsters does no damage, even though it's supposed to 83- 3) jumping into monsters does no damage, even though it's supposed to
46 be an attack (mentioned before). You also get no exp for this 84 be an attack (mentioned before). You also get no exp for this
47- 10) (feature request): bug/typo/idea commands to automatically log 85- 10) (feature request): bug/typo/idea commands to automatically log
48 your comments, with the mentioning of the current map (and perhaps an 86 your comments, with the mentioning of the current map (and perhaps an
49 item, if you do 'bug <item>'). 87 item, if you do 'bug <item>').
50 88
51"workarounded" but not solved:
52(- IMPORTANT: move widgets to integer coordinates - fix containers!)
53(- pango fontsize measure and decrease to achieve real pixel height)
54 89
55set_face 4783 => 70 90 #TODO#d# display texture cache
56libpng warning: Ignoring gAMA chunk with gamma=0 91 {
57allocating id 71 92 glEnable GL_TEXTURE_2D;
58OK 93 glBindTexture GL_TEXTURE_2D, 41;
59set_face 4782 => 71 94 glColor 1, 1, 1, 1;
60libpng warning: Ignoring gAMA chunk with gamma=0 95 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
61allocating id 72 96 glEnable GL_BLEND;
62OK 97 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
63set_face 4781 => 72 98 glBegin GL_QUADS;
64libpng warning: Ignoring gAMA chunk with gamma=0 99 glTexCoord 0,1; glVertex 0,0;
65allocating id 73 100 glTexCoord 1,1; glVertex 255,0;
66OK 101 glTexCoord 1,0; glVertex 255,255;
67set_face 4784 => 73 102 glTexCoord 0,0; glVertex 0,255;
68libpng warning: Ignoring gAMA chunk with gamma=0 103 glEnd;
104 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D;
106 }
69 107
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

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