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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.34 by elmex, Mon Apr 24 10:43:38 2006 UTC vs.
Revision 1.227 by root, Sun Jul 30 20:17:52 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
312:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
412:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
7 10
11- PANGO: create upstream-patch for inclusion into pango
12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- SERVER: document ext/mapinfo and cfplus.ext
14- SERVER: memleak like hell: probably event-related?
8 15
9- IMPORTANT: slider should clip to valid range properly 16- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
10- IMPORTANT: user interface (window positions etc.) should be saved, but 17- skill book - tooltips with description (schmorp)
11 a) switching modes clears/recreates all widgets (has to, as parameters 18- IMPORTANT: server-protocol/upgrade etc.
12 are not resolution-independent) 19- IMPORTANT: good installation instructions/problem faq.
13 b) widget layout is nontrivial as to not obscure map
14 c) need better way to center map then middle-button, maybe map overview
15 (but updates will be slow UPDATE updates are not at all slow).
16 20
17- enter runmode when cursor-key repeats 21should be solved/investigated before 1.0 release:
18- mapmap (overview) 22- offer common options such as use_skill sense xxx etc. in inventory via menu?
19 - convetr to real window 23- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
20 - draw rectangle around visible area 24- buttons should support hovering visually
21 - scroll visible area 25- notebooks should provide visual feedback (support from button class?)
22 - make size configurable/reesizable 26- floorbox out-of-screen after resizing (schmorp)
23- use real mapmap size in map caching, not hardcoded 250 size 27- identify inventory hover slowness and fix it (schmorp)
28- use more graphical frames/separators to make dialogs more eye-pleasing/clean
29- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
30- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
31- playerbook/skills should have sensible tooltips with skill descriptions
32- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
33- NPC dialog box should have close button which finishes the dialog
34- mapmap (overview) - scroll visible area by clicking/dragging
35- binding window and editor layout broken for long recordings => use scroller
36- maybe open the help viewer on the first start, or a simple dialog that
37 initially lists keybidings for gcfclient converts.
38- maybe support mb4/mb5 on selected widgets to facilitate scrolling
39 (inventory, spell list, messge log...) => marc
40- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
41- but fullscreen => minimize (alt-esc) => no way to go back [windows]
42- spell list => scroll down => "Pickup" => scrollbar not updated
43- what happened to the dialog being shown when modifiers are pressed, showing
44 keybindings for this modifier?
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46
47post-1.0:
48- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
49 (after starting, press quit)
50- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
51- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
52 affect neighbouring visible pixels (border bleeding).
53- examine etc., should use extendeddrawinfo or sth. similar
54- player list from server for tell etc. commands
24- save only dirty cached maps, and save dirty maps != current map 55- 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 56- look into extendedmapinfo
26- the stats for the gauges which get into the stats_update function are somehow weird 57- completer should know more about arguments, e.g. cast summon pet monster,
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 58 or that some commands do not take arguments ("drop all").
28- message window layout broken (entry too small). 59- sliders do not change size after reconfigure.
29- mesa-rendering of textview shows only garbage and/or another texture 60- enter runmode when cursor-key repeats (maybe not?)
30- label needs "expected char width" 61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
31- toplevel should enforce that windows always be partially visible 62- performance: use texture collections for upstream server data instead if gobs
32- maybe move window managing functionality into toplevel 63 of small textures.
33- look into extendeddrawinfo and extendedmapinfo
34 64
35TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
36- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
37 (i.e. one should be able to become hostile against guards but still 68 (i.e. one should be able to become hostile against guards but still
38 be peaceful - the palyer peaceful would be toggled by priests and shown 69 be peaceful - the palyer peaceful would be toggled by priests and shown
39 in who, the game peaceful steting would be toggled by the peaceful command 70 in who, the game peaceful steting would be toggled by the peaceful command
40 but not otherwise shown). 71 but not otherwise shown).
41- run flawfinder on cf
42- disable old socket mode in server
43- implement suicide command for server
44- cavehippo wants hashstring to be changed to hash name
45- pippij wants playerstealing to work between hostile players 72- pippij wants playerstealing to work between hostile players
46- schmorp wants to rework the who output format
47- attempt_jump tries to kick jumped-into monster,s but doesn't work 73- attempt_jump tries to kick jumped-into monster,s but doesn't work
48- 1) If you hide, and someone can see you trying to hide, you'll get a 74- 1) If you hide, and someone can see you trying to hide, you'll get a
49 message, even when you can't see that other person. 75 message, even when you can't see that other person.
50- 2) hiding exp is always 1, independant of how difficult it is to hide 76- 2) hiding exp is always 1, independant of how difficult it is to hide
51- 3) jumping into monsters does no damage, even though it's supposed to 77- 3) jumping into monsters does no damage, even though it's supposed to
52 be an attack (mentioned before). You also get no exp for this 78 be an attack (mentioned before). You also get no exp for this
53- 10) (feature request): bug/typo/idea commands to automatically log 79- 10) (feature request): bug/typo/idea commands to automatically log
54 your comments, with the mentioning of the current map (and perhaps an 80 your comments, with the mentioning of the current map (and perhaps an
55 item, if you do 'bug <item>'). 81 item, if you do 'bug <item>').
56 82
57"workarounded" but not solved: 83
58(- IMPORTANT: move widgets to integer coordinates - fix containers!) 84 #TODO#d# display texture cache
59(- pango fontsize measure and decrease to achieve real pixel height) 85 {
86 glEnable GL_TEXTURE_2D;
87 glBindTexture GL_TEXTURE_2D, 41;
88 glColor 1, 1, 1, 1;
89 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
90 glEnable GL_BLEND;
91 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
92 glBegin GL_QUADS;
93 glTexCoord 0,1; glVertex 0,0;
94 glTexCoord 1,1; glVertex 255,0;
95 glTexCoord 1,0; glVertex 255,255;
96 glTexCoord 0,0; glVertex 0,255;
97 glEnd;
98 glDisable GL_BLEND;
99 glDisable GL_TEXTURE_2D;
100 }
60 101
61set_face 4783 => 70 102set_face 4783 => 70
62libpng warning: Ignoring gAMA chunk with gamma=0 103libpng warning: Ignoring gAMA chunk with gamma=0
63allocating id 71 104allocating id 71
64OK 105OK
71allocating id 73 112allocating id 73
72OK 113OK
73set_face 4784 => 73 114set_face 4784 => 73
74libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
75 116
117 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.
118 /*first pass*/
119 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
120 glDepthMask(FALSE); /*disable Z buffer*/
121 if (premultpliedTransparency)
122 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
123 else
124 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
125 /*render the object here*/
126
127 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:
128 /*second pass*/
129 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130 glDepthMask(FALSE); /*disable Z buffer*/
131 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132 /*render the object with alpha replaced with 1-a*/
133
134 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:
135 /*third pass*/
136 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
137 glDepthMask(TRUE); /*enable Z buffer*/
138 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
139 /*render the object with alpha replaced with 1*/
140
141

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