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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.17 by root, Mon Apr 17 09:08:54 2006 UTC vs.
Revision 1.261 by root, Fri Aug 17 21:18:01 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: map scroll darken code does not work 8- IMPORTANT: when closign a window, the close button keeps the event or so,
4- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 9 resulting in endless resize when it reopens again.
5- message window layout broken (entry too small).
6- mesa-rendering of textview shows only garbage and/or another texture
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- labels are generally shown too small
14- labels have an extra " " at the end that affects size calculations(?)
15- label needs "expected char width"
16- make font description copy: font size changes hurt A LOT (really?)
17- toplevel should enforce that windows always be partially visible
18- maybe move window managing functionality into toplevel
19 10
20- cavehippo wants hashstring to be changed to hash name 11- improve smoothing implementation to be cleaner and more efficient.
21- pippij wants playerstealing to work between hostile players
22- schmorp wants to rework the who output format
23 12
24"workarounded" but not solved: 13- automccompleter should vanish when its losing focus
25(- IMPORTANT: move widgets to integer coordinates - fix containers!) 14- allow inventory window to be stacked vertically, maybe?
26(- pango fontsize measure and decrease to achieve real pixel height) 15- ganondorf wants the completer to grow, never shrink
16- keypad-enter does not do the same as return in text entries
27 17
28set_face 4783 => 70 18- ice in /whalingoutpost/misc/castle1
29libpng warning: Ignoring gAMA chunk with gamma=0 19 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
30allocating id 71 20- PANGO: create upstream-patch for inclusion into pango
31OK 21- SERVER: document ext/mapinfo and cfplus.ext
32set_face 4782 => 71 22- SERVER: memleak like hell: probably event-related? (probably not real)
33libpng warning: Ignoring gAMA chunk with gamma=0 23- LONG-TERM: party member health etc. status (needs player list, then trivial)
34allocating id 72 24- LONG-TERM: map landmark labels
35OK 25- LONG-TERM: player on map name
36set_face 4781 => 72
37libpng warning: Ignoring gAMA chunk with gamma=0
38allocating id 73
39OK
40set_face 4784 => 73
41libpng warning: Ignoring gAMA chunk with gamma=0
42 26
27- player speed is only shown as current, not unencumbered max as in gcfclient
28- IMPORTANT: stats during item creation == crash? (reported by Grak)
29- IMPORTANT: server-protocol/upgrade etc.
30- IMPORTANT: good installation instructions/problem faq.
31- IMPORTANT: database creation parameters borked - fix and find upgrad epath
32- FEATURE: beside the floorbox, have a recent inventory items box
33- fix the pod referencing - L<glossary/space> does not get you anywhere.
34 * possibly look into auto-marking (wiki-style) certain key sequences.
35
36should be solved/investigated before 1.0 release:
37- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
38- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
39- when in history "mode", completer cannot access completions at all
40- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
41- offer common options such as use_skill sense xxx etc. in inventory via menu?
42- buttons should support hovering visually
43- notebooks should provide visual feedback (support from button class?)
44- floorbox out-of-screen after resizing (schmorp)
45- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
46- playerbook/skills should have sensible tooltips with skill descriptions
47- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
48- mapmap (overview) - scroll visible area by clicking/dragging
49- binding window and editor layout broken for long recordings => use scroller
50- maybe open the help viewer on the first start, or a simple dialog that
51 initially lists keybidings for gcfclient converts.
52- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
53- what happened to the dialog being shown when modifiers are pressed, showing
54 keybindings for this modifier?
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
64- save only dirty cached maps, and save dirty maps != current map
65- look into extendedmapinfo
66- completer should know more about arguments, e.g. cast summon pet monster,
67 or that some commands do not take arguments ("drop all").
68- sliders do not change size after reconfigure.
69- enter runmode when cursor-key repeats (maybe not?)
70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
71- performance: use texture collections for upstream server data instead if gobs
72 of small textures.
73- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
74
75TEMPORARY SERVER TODO:
76- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
77- palyer peaceful setting should be independen of game peaceful setting
78 (i.e. one should be able to become hostile against guards but still
79 be peaceful - the palyer peaceful would be toggled by priests and shown
80 in who, the game peaceful steting would be toggled by the peaceful command
81 but not otherwise shown).
82- attempt_jump tries to kick jumped-into monster,s but doesn't work
83- 1) If you hide, and someone can see you trying to hide, you'll get a
84 message, even when you can't see that other person.
85- 2) hiding exp is always 1, independant of how difficult it is to hide
86- 3) jumping into monsters does no damage, even though it's supposed to
87 be an attack (mentioned before). You also get no exp for this
88- 10) (feature request): bug/typo/idea commands to automatically log
89 your comments, with the mentioning of the current map (and perhaps an
90 item, if you do 'bug <item>').
91
92
93 #TODO#d# display texture cache
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 }
110
111 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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

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