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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.18 by elmex, Mon Apr 17 20:29:36 2006 UTC vs.
Revision 1.257 by root, Tue Apr 10 10:13:10 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- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 8- improve smoothing implementation to be cleaner and more efficient.
4- the stats for the gauges which get into the stats_update function are somehow weird 9- make smoothing a separate setting, or depend on fast&ugly.
5- IMPORTANT: map scroll darken code does not work
6- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
7- message window layout broken (entry too small).
8- mesa-rendering of textview shows only garbage and/or another texture
9- IMPORTANT: user interface (window positions etc.) should be saved, but
10 a) switching modes clears/recreates all widgets (has to, as parameters
11 are not resolution-independent)
12 b) widget layout is nontrivial as to not obscure map
13 c) need better way to center map then middle-button, maybe map overview
14 (but updates will be slow UPDATE updates are not at all slow).
15- labels are generally shown too small
16- labels have an extra " " at the end that affects size calculations(?)
17- label needs "expected char width"
18- make font description copy: font size changes hurt A LOT (really?)
19- toplevel should enforce that windows always be partially visible
20- maybe move window managing functionality into toplevel
21 10
22- cavehippo wants hashstring to be changed to hash name 11- automccompleter should vanish when its losing focus
23- pippij wants playerstealing to work between hostile players 12- allow inventory window to be stacked vertically, maybe?
24- schmorp wants to rework the who output format 13- ganondorf wants the complete to grow, never shrink
14- keypad-enter does not do the same as return in text entries
25 15
26"workarounded" but not solved: 16- ice in /whalingoutpost/misc/castle1
27(- IMPORTANT: move widgets to integer coordinates - fix containers!) 17 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
28(- pango fontsize measure and decrease to achieve real pixel height) 18- PANGO: create upstream-patch for inclusion into pango
19- SERVER: document ext/mapinfo and cfplus.ext
20- SERVER: memleak like hell: probably event-related? (probably not real)
21- LONG-TERM: party member health etc. status (needs player list, then trivial)
22- LONG-TERM: map landmark labels
23- LONG-TERM: player on map name
29 24
30set_face 4783 => 70 25- player speed is only shown as current, not unencumbered max as in gcfclient
31libpng warning: Ignoring gAMA chunk with gamma=0 26- IMPORTANT: stats during item creation == crash? (reported by Grak)
32allocating id 71 27- IMPORTANT: server-protocol/upgrade etc.
33OK 28- IMPORTANT: good installation instructions/problem faq.
34set_face 4782 => 71 29- IMPORTANT: database creation parameters borked - fix and find upgrad epath
35libpng warning: Ignoring gAMA chunk with gamma=0 30- FEATURE: beside the floorbox, have a recent inventory items box
36allocating id 72 31- fix the pod referencing - L<glossary/space> does not get you anywhere.
37OK 32 * possibly look into auto-marking (wiki-style) certain key sequences.
38set_face 4781 => 72
39libpng warning: Ignoring gAMA chunk with gamma=0
40allocating id 73
41OK
42set_face 4784 => 73
43libpng warning: Ignoring gAMA chunk with gamma=0
44 33
34should be solved/investigated before 1.0 release:
35- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
36- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
37- when in history "mode", completer cannot access completions at all
38- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
39- offer common options such as use_skill sense xxx etc. in inventory via menu?
40- buttons should support hovering visually
41- notebooks should provide visual feedback (support from button class?)
42- floorbox out-of-screen after resizing (schmorp)
43- identify inventory hover slowness and fix it (schmorp)
44- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
45- playerbook/skills should have sensible tooltips with skill descriptions
46- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
47- mapmap (overview) - scroll visible area by clicking/dragging
48- binding window and editor layout broken for long recordings => use scroller
49- maybe open the help viewer on the first start, or a simple dialog that
50 initially lists keybidings for gcfclient converts.
51- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
52- what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier?
54
55post-1.0:
56- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
57 (after starting, press quit)
58- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
60 affect neighbouring visible pixels (border bleeding).
61- examine etc., should use extendeddrawinfo or sth. similar
62- player list from server for tell etc. commands
63- save only dirty cached maps, and save dirty maps != current map
64- look into extendedmapinfo
65- completer should know more about arguments, e.g. cast summon pet monster,
66 or that some commands do not take arguments ("drop all").
67- sliders do not change size after reconfigure.
68- enter runmode when cursor-key repeats (maybe not?)
69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
70- performance: use texture collections for upstream server data instead if gobs
71 of small textures.
72- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
73
74TEMPORARY SERVER TODO:
75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
76- palyer peaceful setting should be independen of game peaceful setting
77 (i.e. one should be able to become hostile against guards but still
78 be peaceful - the palyer peaceful would be toggled by priests and shown
79 in who, the game peaceful steting would be toggled by the peaceful command
80 but not otherwise shown).
81- attempt_jump tries to kick jumped-into monster,s but doesn't work
82- 1) If you hide, and someone can see you trying to hide, you'll get a
83 message, even when you can't see that other person.
84- 2) hiding exp is always 1, independant of how difficult it is to hide
85- 3) jumping into monsters does no damage, even though it's supposed to
86 be an attack (mentioned before). You also get no exp for this
87- 10) (feature request): bug/typo/idea commands to automatically log
88 your comments, with the mentioning of the current map (and perhaps an
89 item, if you do 'bug <item>').
90
91
92 #TODO#d# display texture cache
93 {
94 glEnable GL_TEXTURE_2D;
95 glBindTexture GL_TEXTURE_2D, 41;
96 glColor 1, 1, 1, 1;
97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
98 glEnable GL_BLEND;
99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
100 glBegin GL_QUADS;
101 glTexCoord 0,1; glVertex 0,0;
102 glTexCoord 1,1; glVertex 255,0;
103 glTexCoord 1,0; glVertex 255,255;
104 glTexCoord 0,0; glVertex 0,255;
105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
109
110 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.
111 /*first pass*/
112 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
113 glDepthMask(FALSE); /*disable Z buffer*/
114 if (premultpliedTransparency)
115 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
116 else
117 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
118 /*render the object here*/
119
120 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:
121 /*second pass*/
122 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
125 /*render the object with alpha replaced with 1-a*/
126
127 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:
128 /*third pass*/
129 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130 glDepthMask(TRUE); /*enable Z buffer*/
131 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132 /*render the object with alpha replaced with 1*/
133
134

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