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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.27 by elmex, Sat Apr 22 12:14:43 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- IMPIMPIMP-ORA-ANT: history for commandline :) 8- improve smoothing implementation to be cleaner and more efficient.
4- IMPORTANT: map scroll darken code does not work 9- make smoothing a separate setting, or depend on fast&ugly.
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 10
12- BUG: when the gauge fontsize changes in client setup the fontsize isn't updated. 11- automccompleter should vanish when its losing focus
13 it's somehow only updated when the size of the frame changes. (or the size of 12- allow inventory window to be stacked vertically, maybe?
14 the labels itself? or their position?) 13- ganondorf wants the complete to grow, never shrink
15 propably i'm doing something wrong in CFClient::UI::Frame ? 14- keypad-enter does not do the same as return in text entries
16 15
17- enter runmode when cursor-key repeats 16- ice in /whalingoutpost/misc/castle1
18- mapmap (overview) 17 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
19 - convetr to real window 18- PANGO: create upstream-patch for inclusion into pango
20 - draw rectangle around visible area 19- SERVER: document ext/mapinfo and cfplus.ext
21 - scroll visible area 20- SERVER: memleak like hell: probably event-related? (probably not real)
22 - make size configurable/reesizable 21- LONG-TERM: party member health etc. status (needs player list, then trivial)
23- use real mapmap size in map caching, not hardcoded 250 size 22- LONG-TERM: map landmark labels
23- LONG-TERM: player on map name
24
25- player speed is only shown as current, not unencumbered max as in gcfclient
26- IMPORTANT: stats during item creation == crash? (reported by Grak)
27- IMPORTANT: server-protocol/upgrade etc.
28- IMPORTANT: good installation instructions/problem faq.
29- IMPORTANT: database creation parameters borked - fix and find upgrad epath
30- FEATURE: beside the floorbox, have a recent inventory items box
31- fix the pod referencing - L<glossary/space> does not get you anywhere.
32 * possibly look into auto-marking (wiki-style) certain key sequences.
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
24- save only dirty cached maps, and save dirty maps != current map 63- save only dirty cached maps, and save dirty maps != current map
25- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 64- look into extendedmapinfo
26- the stats for the gauges which get into the stats_update function are somehow weird 65- completer should know more about arguments, e.g. cast summon pet monster,
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 66 or that some commands do not take arguments ("drop all").
28- message window layout broken (entry too small). 67- sliders do not change size after reconfigure.
29- mesa-rendering of textview shows only garbage and/or another texture 68- enter runmode when cursor-key repeats (maybe not?)
30- label needs "expected char width" 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
31- toplevel should enforce that windows always be partially visible 70- performance: use texture collections for upstream server data instead if gobs
32- maybe move window managing functionality into toplevel 71 of small textures.
72- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
33 73
34- disable old socket mode in server 74TEMPORARY SERVER TODO:
35- implement suicide command for server 75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
36- cavehippo wants hashstring to be changed to hash name 76- palyer peaceful setting should be independen of game peaceful setting
37- pippij wants playerstealing to work between hostile players 77 (i.e. one should be able to become hostile against guards but still
38- schmorp wants to rework the who output format 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).
39- attempt_jump tries to kick jumped-into monster,s but doesn't work 81- attempt_jump tries to kick jumped-into monster,s but doesn't work
40- 1) If you hide, and someone can see you trying to hide, you'll get a 82- 1) If you hide, and someone can see you trying to hide, you'll get a
41 message, even when you can't see that other person. 83 message, even when you can't see that other person.
42- 2) hiding exp is always 1, independant of how difficult it is to hide 84- 2) hiding exp is always 1, independant of how difficult it is to hide
43- 3) jumping into monsters does no damage, even though it's supposed to 85- 3) jumping into monsters does no damage, even though it's supposed to
44 be an attack (mentioned before). You also get no exp for this 86 be an attack (mentioned before). You also get no exp for this
45- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
46 your comments, with the mentioning of the current map (and perhaps an 88 your comments, with the mentioning of the current map (and perhaps an
47 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
48 90
49"workarounded" but not solved:
50(- IMPORTANT: move widgets to integer coordinates - fix containers!)
51(- pango fontsize measure and decrease to achieve real pixel height)
52 91
53set_face 4783 => 70 92 #TODO#d# display texture cache
54libpng warning: Ignoring gAMA chunk with gamma=0 93 {
55allocating id 71 94 glEnable GL_TEXTURE_2D;
56OK 95 glBindTexture GL_TEXTURE_2D, 41;
57set_face 4782 => 71 96 glColor 1, 1, 1, 1;
58libpng warning: Ignoring gAMA chunk with gamma=0 97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
59allocating id 72 98 glEnable GL_BLEND;
60OK 99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
61set_face 4781 => 72 100 glBegin GL_QUADS;
62libpng warning: Ignoring gAMA chunk with gamma=0 101 glTexCoord 0,1; glVertex 0,0;
63allocating id 73 102 glTexCoord 1,1; glVertex 255,0;
64OK 103 glTexCoord 1,0; glVertex 255,255;
65set_face 4784 => 73 104 glTexCoord 0,0; glVertex 0,255;
66libpng warning: Ignoring gAMA chunk with gamma=0 105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
67 109
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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