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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 1.243 by root, Sat Nov 18 22:35:59 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 6- PANGO: create upstream-patch for inclusion into pango
412:17 <@schmorp> will have to do that for gce too 7- SERVER: document ext/mapinfo and cfplus.ext
512:17 <@schmorp> remind me of it 8- SERVER: memleak like hell: probably event-related? (probably not real)
612:17 <@schmorp> qwhen i next bundle it 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name
7 12
13- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
14- IMPORTANT: server-protocol/upgrade etc.
15- IMPORTANT: good installation instructions/problem faq.
16- IMPORTANT: database creation parameters borked - fix and find upgrad epath
17- FEATURE: beside the floorbox, have a recent inventory items box
18- embedded widgets not always shown at corretc position initially.
19- fix the pod referencing - L<glossary/space> does not get you anywhere.
20 * possibly look into auto-marking (wiki-style) certain key sequences.
8 21
9- IMPORTANT: slider should clip to valid range properly 22should be solved/investigated before 1.0 release:
10- IMPORTANT: user interface (window positions etc.) should be saved, but 23- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
11 a) switching modes clears/recreates all widgets (has to, as parameters 24- should not segfault when no soundcard installed.
12 are not resolution-independent) 25- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
13 b) widget layout is nontrivial as to not obscure map 26- when in history "mode", completer cannot access completions at all
14 c) need better way to center map then middle-button, maybe map overview 27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
15 (but updates will be slow UPDATE updates are not at all slow). 28- 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.
29 ^^^^ when pressing shift-insert
30- offer common options such as use_skill sense xxx etc. in inventory via menu?
31- buttons should support hovering visually
32- notebooks should provide visual feedback (support from button class?)
33- floorbox out-of-screen after resizing (schmorp)
34- identify inventory hover slowness and fix it (schmorp)
35- use more graphical frames/separators to make dialogs more eye-pleasing/clean
36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
37- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
38- playerbook/skills should have sensible tooltips with skill descriptions
39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
40- NPC dialog box should have close button which finishes the dialog
41- mapmap (overview) - scroll visible area by clicking/dragging
42- binding window and editor layout broken for long recordings => use scroller
43- maybe open the help viewer on the first start, or a simple dialog that
44 initially lists keybidings for gcfclient converts.
45- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
46- but fullscreen => minimize (alt-esc) => no way to go back [windows]
47- spell list => scroll down => "Pickup" => scrollbar not updated
48- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier?
16 50
17- enter runmode when cursor-key repeats 51post-1.0:
18- mapmap (overview) 52- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
19 - convetr to real window 53 (after starting, press quit)
20 - draw rectangle around visible area 54- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
21 - scroll visible area 55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
22 - make size configurable/reesizable 56 affect neighbouring visible pixels (border bleeding).
23- use real mapmap size in map caching, not hardcoded 250 size 57- examine etc., should use extendeddrawinfo or sth. similar
58- player list from server for tell etc. commands
24- save only dirty cached maps, and save dirty maps != current map 59- 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 60- look into extendedmapinfo
26- the stats for the gauges which get into the stats_update function are somehow weird 61- 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 62 or that some commands do not take arguments ("drop all").
28- message window layout broken (entry too small). 63- sliders do not change size after reconfigure.
29- mesa-rendering of textview shows only garbage and/or another texture 64- enter runmode when cursor-key repeats (maybe not?)
30- label needs "expected char width" 65- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
31- toplevel should enforce that windows always be partially visible 66- performance: use texture collections for upstream server data instead if gobs
32- maybe move window managing functionality into toplevel 67 of small textures.
33- look into extendeddrawinfo and extendedmapinfo
34 68
35TEMPORARY SERVER TODO: 69TEMPORARY SERVER TODO:
70- 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 71- palyer peaceful setting should be independen of game peaceful setting
37 (i.e. one should be able to become hostile against guards but still 72 (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 73 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 74 in who, the game peaceful steting would be toggled by the peaceful command
40 but not otherwise shown). 75 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 76- 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 77- 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 78- 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. 79 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 80- 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 81- 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 82 be an attack (mentioned before). You also get no exp for this
53- 10) (feature request): bug/typo/idea commands to automatically log 83- 10) (feature request): bug/typo/idea commands to automatically log
54 your comments, with the mentioning of the current map (and perhaps an 84 your comments, with the mentioning of the current map (and perhaps an
55 item, if you do 'bug <item>'). 85 item, if you do 'bug <item>').
56 86
57"workarounded" but not solved: 87
58(- IMPORTANT: move widgets to integer coordinates - fix containers!) 88 #TODO#d# display texture cache
59(- pango fontsize measure and decrease to achieve real pixel height) 89 {
90 glEnable GL_TEXTURE_2D;
91 glBindTexture GL_TEXTURE_2D, 41;
92 glColor 1, 1, 1, 1;
93 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
94 glEnable GL_BLEND;
95 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
96 glBegin GL_QUADS;
97 glTexCoord 0,1; glVertex 0,0;
98 glTexCoord 1,1; glVertex 255,0;
99 glTexCoord 1,0; glVertex 255,255;
100 glTexCoord 0,0; glVertex 0,255;
101 glEnd;
102 glDisable GL_BLEND;
103 glDisable GL_TEXTURE_2D;
104 }
60 105
61set_face 4783 => 70 106set_face 4783 => 70
62libpng warning: Ignoring gAMA chunk with gamma=0 107libpng warning: Ignoring gAMA chunk with gamma=0
63allocating id 71 108allocating id 71
64OK 109OK
71allocating id 73 116allocating id 73
72OK 117OK
73set_face 4784 => 73 118set_face 4784 => 73
74libpng warning: Ignoring gAMA chunk with gamma=0 119libpng warning: Ignoring gAMA chunk with gamma=0
75 120
121 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.
122 /*first pass*/
123 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 if (premultpliedTransparency)
126 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
127 else
128 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
129 /*render the object here*/
130
131 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:
132 /*second pass*/
133 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
134 glDepthMask(FALSE); /*disable Z buffer*/
135 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
136 /*render the object with alpha replaced with 1-a*/
137
138 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:
139 /*third pass*/
140 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
141 glDepthMask(TRUE); /*enable Z buffer*/
142 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
143 /*render the object with alpha replaced with 1*/
144
145

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