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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.29 by root, Mon Apr 24 02:41:47 2006 UTC vs.
Revision 1.259 by root, Fri Apr 27 00:59:32 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: negative grace points look weird in gauge 8- improve smoothing implementation to be cleaner and more efficient.
4- IMPORTANT: grace points > max grace should be displayed properly (different texture sets?) 9- make smoothing a separate setting, or depend on fast&ugly.
5- IMPORTANT: slider should clip to valid range properly
6- IMPIMPIMP-ORA-ANT: history for commandline :)
7- IMPORTANT: user interface (window positions etc.) should be saved, but
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 10
14- enter runmode when cursor-key repeats 11- automccompleter should vanish when its losing focus
15- mapmap (overview) 12- allow inventory window to be stacked vertically, maybe?
16 - convetr to real window 13- ganondorf wants the complete to grow, never shrink
17 - draw rectangle around visible area 14- keypad-enter does not do the same as return in text entries
18 - scroll visible area 15
19 - make size configurable/reesizable 16- ice in /whalingoutpost/misc/castle1
20- use real mapmap size in map caching, not hardcoded 250 size 17 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
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
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
21- save only dirty cached maps, and save dirty maps != current map 63- save only dirty cached maps, and save dirty maps != current map
22- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 64- look into extendedmapinfo
23- 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,
24- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 66 or that some commands do not take arguments ("drop all").
25- message window layout broken (entry too small). 67- sliders do not change size after reconfigure.
26- mesa-rendering of textview shows only garbage and/or another texture 68- enter runmode when cursor-key repeats (maybe not?)
27- label needs "expected char width" 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
28- toplevel should enforce that windows always be partially visible 70- performance: use texture collections for upstream server data instead if gobs
29- 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
30 73
31TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
32- run flawfinder on cf 75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
33- disable old socket mode in server 76- palyer peaceful setting should be independen of game peaceful setting
34- implement suicide command for server 77 (i.e. one should be able to become hostile against guards but still
35- cavehippo wants hashstring to be changed to hash name 78 be peaceful - the palyer peaceful would be toggled by priests and shown
36- pippij wants playerstealing to work between hostile players 79 in who, the game peaceful steting would be toggled by the peaceful command
37- schmorp wants to rework the who output format 80 but not otherwise shown).
38- 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
39- 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
40 message, even when you can't see that other person. 83 message, even when you can't see that other person.
41- 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
42- 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
43 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
44- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
45 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
46 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
47 90
48"workarounded" but not solved:
49(- IMPORTANT: move widgets to integer coordinates - fix containers!)
50(- pango fontsize measure and decrease to achieve real pixel height)
51 91
52set_face 4783 => 70 92 #TODO#d# display texture cache
53libpng warning: Ignoring gAMA chunk with gamma=0 93 {
54allocating id 71 94 glEnable GL_TEXTURE_2D;
55OK 95 glBindTexture GL_TEXTURE_2D, 41;
56set_face 4782 => 71 96 glColor 1, 1, 1, 1;
57libpng warning: Ignoring gAMA chunk with gamma=0 97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
58allocating id 72 98 glEnable GL_BLEND;
59OK 99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
60set_face 4781 => 72 100 glBegin GL_QUADS;
61libpng warning: Ignoring gAMA chunk with gamma=0 101 glTexCoord 0,1; glVertex 0,0;
62allocating id 73 102 glTexCoord 1,1; glVertex 255,0;
63OK 103 glTexCoord 1,0; glVertex 255,255;
64set_face 4784 => 73 104 glTexCoord 0,0; glVertex 0,255;
65libpng warning: Ignoring gAMA chunk with gamma=0 105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
66 109
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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