ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.27 by elmex, Sat Apr 22 12:14:43 2006 UTC vs.
Revision 1.263 by root, Wed Aug 22 21:27:13 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- tooltips for experience widgets
4- IMPORTANT: map scroll darken code does not work
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 9
12- BUG: when the gauge fontsize changes in client setup the fontsize isn't updated. 10- improve smoothing implementation to be cleaner and more efficient.
13 it's somehow only updated when the size of the frame changes. (or the size of
14 the labels itself? or their position?)
15 propably i'm doing something wrong in CFClient::UI::Frame ?
16 11
17- enter runmode when cursor-key repeats 12- automccompleter should vanish when its losing focus
18- mapmap (overview) 13- allow inventory window to be stacked vertically, maybe?
19 - convetr to real window 14- ganondorf wants the completer to grow, never shrink
20 - draw rectangle around visible area 15- keypad-enter does not do the same as return in text entries
21 - scroll visible area
22 - make size configurable/reesizable
23- use real mapmap size in map caching, not hardcoded 250 size
24- 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
26- the stats for the gauges which get into the stats_update function are somehow weird
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
28- message window layout broken (entry too small).
29- mesa-rendering of textview shows only garbage and/or another texture
30- label needs "expected char width"
31- toplevel should enforce that windows always be partially visible
32- maybe move window managing functionality into toplevel
33 16
34- disable old socket mode in server 17- ice in /whalingoutpost/misc/castle1
35- implement suicide command for server 18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
36- cavehippo wants hashstring to be changed to hash name 19- PANGO: create upstream-patch for inclusion into pango
37- pippij wants playerstealing to work between hostile players 20- SERVER: document ext/mapinfo and cfplus.ext
38- schmorp wants to rework the who output format 21- SERVER: memleak like hell: probably event-related? (probably not real)
22- LONG-TERM: party member health etc. status (needs player list, then trivial)
23- LONG-TERM: map landmark labels
24- LONG-TERM: player on map name
25
26- player speed is only shown as current, not unencumbered max as in gcfclient
27- IMPORTANT: stats during item creation == crash? (reported by Grak)
28- FEATURE: beside the floorbox, have a recent inventory items box
29- fix the pod referencing - L<glossary/space> does not get you anywhere.
30 * possibly look into auto-marking (wiki-style) certain key sequences.
31
32should be solved/investigated before 1.0 release:
33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
35- offer common options such as use_skill sense xxx etc. in inventory via menu?
36- buttons should support hovering visually
37- notebooks should provide visual feedback (support from button class?)
38- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
40- mapmap (overview) - scroll visible area by clicking/dragging
41- maybe open the help viewer on the first start, or a simple dialog that
42 initially lists keybidings for gcfclient converts.
43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
44
45post-1.0:
46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
47- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
48 affect neighbouring visible pixels (border bleeding).
49- player list from server for tell etc. commands
50- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all").
52- enter runmode when cursor-key repeats (maybe not?)
53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
54- performance: use texture collections for upstream server data instead if gobs
55 of small textures.
56- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
57
58TEMPORARY SERVER TODO:
59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
60- palyer peaceful setting should be independen of game peaceful setting
61 (i.e. one should be able to become hostile against guards but still
62 be peaceful - the palyer peaceful would be toggled by priests and shown
63 in who, the game peaceful steting would be toggled by the peaceful command
64 but not otherwise shown).
39- attempt_jump tries to kick jumped-into monster,s but doesn't work 65- 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 66- 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. 67 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 68- 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 69- 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 70 be an attack (mentioned before). You also get no exp for this
45- 10) (feature request): bug/typo/idea commands to automatically log
46 your comments, with the mentioning of the current map (and perhaps an
47 item, if you do 'bug <item>').
48 71
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 72
53set_face 4783 => 70 73 #TODO#d# display texture cache
54libpng warning: Ignoring gAMA chunk with gamma=0 74 {
55allocating id 71 75 glEnable GL_TEXTURE_2D;
56OK 76 glBindTexture GL_TEXTURE_2D, 41;
57set_face 4782 => 71 77 glColor 1, 1, 1, 1;
58libpng warning: Ignoring gAMA chunk with gamma=0 78 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
59allocating id 72 79 glEnable GL_BLEND;
60OK 80 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
61set_face 4781 => 72 81 glBegin GL_QUADS;
62libpng warning: Ignoring gAMA chunk with gamma=0 82 glTexCoord 0,1; glVertex 0,0;
63allocating id 73 83 glTexCoord 1,1; glVertex 255,0;
64OK 84 glTexCoord 1,0; glVertex 255,255;
65set_face 4784 => 73 85 glTexCoord 0,0; glVertex 0,255;
66libpng warning: Ignoring gAMA chunk with gamma=0 86 glEnd;
87 glDisable GL_BLEND;
88 glDisable GL_TEXTURE_2D;
89 }
67 90
91 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.
92 /*first pass*/
93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
94 glDepthMask(FALSE); /*disable Z buffer*/
95 if (premultpliedTransparency)
96 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
97 else
98 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
99 /*render the object here*/
100
101 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:
102 /*second pass*/
103 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
106 /*render the object with alpha replaced with 1-a*/
107
108 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:
109 /*third pass*/
110 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
111 glDepthMask(TRUE); /*enable Z buffer*/
112 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
113 /*render the object with alpha replaced with 1*/
114
115

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines