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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.26 by root, Sat Apr 22 03:50:23 2006 UTC vs.
Revision 1.235 by root, Mon Aug 14 05:04:01 2006 UTC

1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html
3
1http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
2 5
3- IMPIMPIMP-ORA-ANT: history for commandline :) 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: map scroll darken code does not work 712:17 <@schmorp> will have to do that for gce too
5- IMPORTANT: user interface (window positions etc.) should be saved, but 812:17 <@schmorp> remind me of it
6 a) switching modes clears/recreates all widgets (has to, as parameters 912:17 <@schmorp> qwhen i next bundle it
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- enter runmode when cursor-key repeats 11- PANGO: create upstream-patch for inclusion into pango
13- mapmap (overview) 12- SERVER: document ext/mapinfo and cfplus.ext
14 - convetr to real window 13- SERVER: memleak like hell: probably event-related?
15 - draw rectangle around visible area 14- LONG-TERM: party member health etc. status
16 - scroll visible area 15- LONG-TERM: map landmark labels
17 - make size configurable/reesizable 16- LONG-TERM: player on map name
18- use real mapmap size in map caching, not hardcoded 250 size 17- LONG-TERM: monster health-bars on map
18
19- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
20- skill book - tooltips with description (schmorp)
21- IMPORTANT: server-protocol/upgrade etc.
22- IMPORTANT: good installation instructions/problem faq.
23
24should be solved/investigated before 1.0 release:
25- (schmorp) put resources/arch into docwiki
26- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
27- when in history "mode", completer cannot access completions at all
28- <tt> not working on windows ?!
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219.
31 ^^^^ when pressing shift-insert
32- offer common options such as use_skill sense xxx etc. in inventory via menu?
33- buttons should support hovering visually
34- notebooks should provide visual feedback (support from button class?)
35- floorbox out-of-screen after resizing (schmorp)
36- identify inventory hover slowness and fix it (schmorp)
37- use more graphical frames/separators to make dialogs more eye-pleasing/clean
38- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
39- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
40- playerbook/skills should have sensible tooltips with skill descriptions
41- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
42- NPC dialog box should have close button which finishes the dialog
43- mapmap (overview) - scroll visible area by clicking/dragging
44- binding window and editor layout broken for long recordings => use scroller
45- maybe open the help viewer on the first start, or a simple dialog that
46 initially lists keybidings for gcfclient converts.
47- maybe support mb4/mb5 on selected widgets to facilitate scrolling
48 (inventory, spell list, messge log...) => marc
49- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
50- but fullscreen => minimize (alt-esc) => no way to go back [windows]
51- spell list => scroll down => "Pickup" => scrollbar not updated
52- what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier?
54- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
55
56post-1.0:
57- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
58 (after starting, press quit)
59- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding).
62- examine etc., should use extendeddrawinfo or sth. similar
63- player list from server for tell etc. commands
19- save only dirty cached maps, and save dirty maps != current map 64- save only dirty cached maps, and save dirty maps != current map
20- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 65- look into extendedmapinfo
21- the stats for the gauges which get into the stats_update function are somehow weird 66- completer should know more about arguments, e.g. cast summon pet monster,
22- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 67 or that some commands do not take arguments ("drop all").
23- message window layout broken (entry too small). 68- sliders do not change size after reconfigure.
24- mesa-rendering of textview shows only garbage and/or another texture 69- enter runmode when cursor-key repeats (maybe not?)
25- label needs "expected char width" 70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
26- toplevel should enforce that windows always be partially visible 71- performance: use texture collections for upstream server data instead if gobs
27- maybe move window managing functionality into toplevel 72 of small textures.
28 73
29- disable old socket mode in server 74TEMPORARY SERVER TODO:
30- implement suicide command for server 75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
31- cavehippo wants hashstring to be changed to hash name 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).
32- pippij wants playerstealing to work between hostile players 81- pippij wants playerstealing to work between hostile players
33- schmorp wants to rework the who output format
34- attempt_jump tries to kick jumped-into monster,s but doesn't work 82- attempt_jump tries to kick jumped-into monster,s but doesn't work
35- 1) If you hide, and someone can see you trying to hide, you'll get a 83- 1) If you hide, and someone can see you trying to hide, you'll get a
36 message, even when you can't see that other person. 84 message, even when you can't see that other person.
37- 2) hiding exp is always 1, independant of how difficult it is to hide 85- 2) hiding exp is always 1, independant of how difficult it is to hide
38- 3) jumping into monsters does no damage, even though it's supposed to 86- 3) jumping into monsters does no damage, even though it's supposed to
39 be an attack (mentioned before). You also get no exp for this 87 be an attack (mentioned before). You also get no exp for this
40- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
41 your comments, with the mentioning of the current map (and perhaps an 89 your comments, with the mentioning of the current map (and perhaps an
42 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
43 91
44"workarounded" but not solved: 92
45(- IMPORTANT: move widgets to integer coordinates - fix containers!) 93 #TODO#d# display texture cache
46(- pango fontsize measure and decrease to achieve real pixel height) 94 {
95 glEnable GL_TEXTURE_2D;
96 glBindTexture GL_TEXTURE_2D, 41;
97 glColor 1, 1, 1, 1;
98 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
99 glEnable GL_BLEND;
100 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
101 glBegin GL_QUADS;
102 glTexCoord 0,1; glVertex 0,0;
103 glTexCoord 1,1; glVertex 255,0;
104 glTexCoord 1,0; glVertex 255,255;
105 glTexCoord 0,0; glVertex 0,255;
106 glEnd;
107 glDisable GL_BLEND;
108 glDisable GL_TEXTURE_2D;
109 }
47 110
48set_face 4783 => 70 111set_face 4783 => 70
49libpng warning: Ignoring gAMA chunk with gamma=0 112libpng warning: Ignoring gAMA chunk with gamma=0
50allocating id 71 113allocating id 71
51OK 114OK
58allocating id 73 121allocating id 73
59OK 122OK
60set_face 4784 => 73 123set_face 4784 => 73
61libpng warning: Ignoring gAMA chunk with gamma=0 124libpng warning: Ignoring gAMA chunk with gamma=0
62 125
126 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.
127 /*first pass*/
128 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
129 glDepthMask(FALSE); /*disable Z buffer*/
130 if (premultpliedTransparency)
131 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
132 else
133 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
134 /*render the object here*/
135
136 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:
137 /*second pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(FALSE); /*disable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1-a*/
142
143 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:
144 /*third pass*/
145 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
146 glDepthMask(TRUE); /*enable Z buffer*/
147 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
148 /*render the object with alpha replaced with 1*/
149
150

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