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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.32 by root, Mon Apr 24 06:57:38 2006 UTC vs.
Revision 1.241 by root, Fri Oct 20 19:57:48 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- IMPORTANT: slider should clip to valid range properly 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPIMPIMP-ORA-ANT: history for commandline :) 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 (needs player list, then trivial)
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
18- EXTREMELY IMPORTANT: fix off-by-whatever bug when clicking on map
19- fog-of-war is off by one, (elmex; i've seen this the last time i played)
20- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
21- IMPORTANT: inventory sorting only works after having it selected, not initially after startup.
22- IMPORTANT: server-protocol/upgrade etc.
23- IMPORTANT: good installation instructions/problem faq.
24- IMPORTANT: database creation parameters borked - fix and find upgrad epath
25- FEATURE: beside the floorbox, have a recent inventory items box
26- embedded widgets not always shown at corretc position initially.
27- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
29
30should be solved/investigated before 1.0 release:
31- should not segfault when no soundcard installed.
32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- when in history "mode", completer cannot access completions at all
34- <tt> not working on windows ?!
35- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
36- 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.
37 ^^^^ when pressing shift-insert
38- offer common options such as use_skill sense xxx etc. in inventory via menu?
39- buttons should support hovering visually
40- notebooks should provide visual feedback (support from button class?)
41- floorbox out-of-screen after resizing (schmorp)
42- identify inventory hover slowness and fix it (schmorp)
43- use more graphical frames/separators to make dialogs more eye-pleasing/clean
44- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
45- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
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- NPC dialog box should have close button which finishes the dialog
49- mapmap (overview) - scroll visible area by clicking/dragging
50- binding window and editor layout broken for long recordings => use scroller
51- maybe open the help viewer on the first start, or a simple dialog that
52 initially lists keybidings for gcfclient converts.
53- maybe support mb4/mb5 on selected widgets to facilitate scrolling
54 (inventory, spell list, messge log...) => marc
55- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
56- but fullscreen => minimize (alt-esc) => no way to go back [windows]
57- spell list => scroll down => "Pickup" => scrollbar not updated
58- what happened to the dialog being shown when modifiers are pressed, showing
59 keybindings for this modifier?
60- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
61
62post-1.0:
63- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
64 (after starting, press quit)
65- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
66- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
67 affect neighbouring visible pixels (border bleeding).
68- examine etc., should use extendeddrawinfo or sth. similar
69- player list from server for tell etc. commands
19- save only dirty cached maps, and save dirty maps != current map 70- 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 71- look into extendedmapinfo
21- the stats for the gauges which get into the stats_update function are somehow weird 72- 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 73 or that some commands do not take arguments ("drop all").
23- message window layout broken (entry too small). 74- sliders do not change size after reconfigure.
24- mesa-rendering of textview shows only garbage and/or another texture 75- enter runmode when cursor-key repeats (maybe not?)
25- label needs "expected char width" 76- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
26- toplevel should enforce that windows always be partially visible 77- performance: use texture collections for upstream server data instead if gobs
27- maybe move window managing functionality into toplevel 78 of small textures.
28- look into extendeddrawinfo and extendedmapinfo
29 79
30TEMPORARY SERVER TODO: 80TEMPORARY SERVER TODO:
81- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
31- palyer peaceful setting should be independen of game peaceful setting 82- palyer peaceful setting should be independen of game peaceful setting
32 (i.e. one should be able to become hostile against guards but still 83 (i.e. one should be able to become hostile against guards but still
33 be peaceful - the palyer peaceful would be toggled by priests and shown 84 be peaceful - the palyer peaceful would be toggled by priests and shown
34 in who, the game peaceful steting would be toggled by the peaceful command 85 in who, the game peaceful steting would be toggled by the peaceful command
35 but not otherwise shown). 86 but not otherwise shown).
36- run flawfinder on cf
37- disable old socket mode in server
38- implement suicide command for server
39- cavehippo wants hashstring to be changed to hash name
40- pippij wants playerstealing to work between hostile players 87- pippij wants playerstealing to work between hostile players
41- schmorp wants to rework the who output format
42- attempt_jump tries to kick jumped-into monster,s but doesn't work 88- attempt_jump tries to kick jumped-into monster,s but doesn't work
43- 1) If you hide, and someone can see you trying to hide, you'll get a 89- 1) If you hide, and someone can see you trying to hide, you'll get a
44 message, even when you can't see that other person. 90 message, even when you can't see that other person.
45- 2) hiding exp is always 1, independant of how difficult it is to hide 91- 2) hiding exp is always 1, independant of how difficult it is to hide
46- 3) jumping into monsters does no damage, even though it's supposed to 92- 3) jumping into monsters does no damage, even though it's supposed to
47 be an attack (mentioned before). You also get no exp for this 93 be an attack (mentioned before). You also get no exp for this
48- 10) (feature request): bug/typo/idea commands to automatically log 94- 10) (feature request): bug/typo/idea commands to automatically log
49 your comments, with the mentioning of the current map (and perhaps an 95 your comments, with the mentioning of the current map (and perhaps an
50 item, if you do 'bug <item>'). 96 item, if you do 'bug <item>').
51 97
52"workarounded" but not solved: 98
53(- IMPORTANT: move widgets to integer coordinates - fix containers!) 99 #TODO#d# display texture cache
54(- pango fontsize measure and decrease to achieve real pixel height) 100 {
101 glEnable GL_TEXTURE_2D;
102 glBindTexture GL_TEXTURE_2D, 41;
103 glColor 1, 1, 1, 1;
104 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
105 glEnable GL_BLEND;
106 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
107 glBegin GL_QUADS;
108 glTexCoord 0,1; glVertex 0,0;
109 glTexCoord 1,1; glVertex 255,0;
110 glTexCoord 1,0; glVertex 255,255;
111 glTexCoord 0,0; glVertex 0,255;
112 glEnd;
113 glDisable GL_BLEND;
114 glDisable GL_TEXTURE_2D;
115 }
55 116
56set_face 4783 => 70 117set_face 4783 => 70
57libpng warning: Ignoring gAMA chunk with gamma=0 118libpng warning: Ignoring gAMA chunk with gamma=0
58allocating id 71 119allocating id 71
59OK 120OK
66allocating id 73 127allocating id 73
67OK 128OK
68set_face 4784 => 73 129set_face 4784 => 73
69libpng warning: Ignoring gAMA chunk with gamma=0 130libpng warning: Ignoring gAMA chunk with gamma=0
70 131
132 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.
133 /*first pass*/
134 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
135 glDepthMask(FALSE); /*disable Z buffer*/
136 if (premultpliedTransparency)
137 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
138 else
139 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
140 /*render the object here*/
141
142 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:
143 /*second pass*/
144 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
145 glDepthMask(FALSE); /*disable Z buffer*/
146 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
147 /*render the object with alpha replaced with 1-a*/
148
149 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:
150 /*third pass*/
151 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
152 glDepthMask(TRUE); /*enable Z buffer*/
153 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
154 /*render the object with alpha replaced with 1*/
155
156

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