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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 1.253 by root, Fri Dec 22 16:39:14 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- ganondorf wants the complete to grow, never shrink
412:17 <@schmorp> will have to do that for gce too 7- keypad-enter does not do the same as return in text entries
512:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it
7 8
9- ice in /whalingoutpost/misc/castle1
10 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
11- PANGO: create upstream-patch for inclusion into pango
12- SERVER: document ext/mapinfo and cfplus.ext
13- SERVER: memleak like hell: probably event-related? (probably not real)
14- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- LONG-TERM: map landmark labels
16- LONG-TERM: player on map name
8 17
9- IMPORTANT: slider should clip to valid range properly 18- player speed is only shown as current, not unencumbered max as in gcfclient
10- IMPORTANT: user interface (window positions etc.) should be saved, but 19- IMPORTANT: stats during item creation == crash? (reported by Grak)
11 a) switching modes clears/recreates all widgets (has to, as parameters 20- IMPORTANT: server-protocol/upgrade etc.
12 are not resolution-independent) 21- IMPORTANT: good installation instructions/problem faq.
13 b) widget layout is nontrivial as to not obscure map 22- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14 c) need better way to center map then middle-button, maybe map overview 23- FEATURE: beside the floorbox, have a recent inventory items box
15 (but updates will be slow UPDATE updates are not at all slow). 24- fix the pod referencing - L<glossary/space> does not get you anywhere.
25 * possibly look into auto-marking (wiki-style) certain key sequences.
16 26
17- enter runmode when cursor-key repeats 27should be solved/investigated before 1.0 release:
18- mapmap (overview) 28- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
19 - convetr to real window 29- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
20 - draw rectangle around visible area 30- when in history "mode", completer cannot access completions at all
21 - scroll visible area 31- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
22 - make size configurable/reesizable 32- offer common options such as use_skill sense xxx etc. in inventory via menu?
23- use real mapmap size in map caching, not hardcoded 250 size 33- buttons should support hovering visually
34- notebooks should provide visual feedback (support from button class?)
35- floorbox out-of-screen after resizing (schmorp)
36- identify inventory hover slowness and fix it (schmorp)
37- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
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- mapmap (overview) - scroll visible area by clicking/dragging
41- binding window and editor layout broken for long recordings => use scroller
42- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts.
44- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
45- what happened to the dialog being shown when modifiers are pressed, showing
46 keybindings for this modifier?
47
48post-1.0:
49- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
50 (after starting, press quit)
51- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
52- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
53 affect neighbouring visible pixels (border bleeding).
54- examine etc., should use extendeddrawinfo or sth. similar
55- player list from server for tell etc. commands
24- save only dirty cached maps, and save dirty maps != current map 56- 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 57- look into extendedmapinfo
26- the stats for the gauges which get into the stats_update function are somehow weird 58- 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 59 or that some commands do not take arguments ("drop all").
28- message window layout broken (entry too small). 60- sliders do not change size after reconfigure.
29- mesa-rendering of textview shows only garbage and/or another texture 61- enter runmode when cursor-key repeats (maybe not?)
30- label needs "expected char width" 62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
31- toplevel should enforce that windows always be partially visible 63- performance: use texture collections for upstream server data instead if gobs
32- maybe move window managing functionality into toplevel 64 of small textures.
33- look into extendeddrawinfo and extendedmapinfo 65- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
34 66
35TEMPORARY SERVER TODO: 67TEMPORARY SERVER TODO:
68- 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 69- palyer peaceful setting should be independen of game peaceful setting
37 (i.e. one should be able to become hostile against guards but still 70 (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 71 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 72 in who, the game peaceful steting would be toggled by the peaceful command
40 but not otherwise shown). 73 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
46- schmorp wants to rework the who output format
47- attempt_jump tries to kick jumped-into monster,s but doesn't work 74- 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 75- 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. 76 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 77- 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 78- 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 79 be an attack (mentioned before). You also get no exp for this
53- 10) (feature request): bug/typo/idea commands to automatically log 80- 10) (feature request): bug/typo/idea commands to automatically log
54 your comments, with the mentioning of the current map (and perhaps an 81 your comments, with the mentioning of the current map (and perhaps an
55 item, if you do 'bug <item>'). 82 item, if you do 'bug <item>').
56 83
57"workarounded" but not solved:
58(- IMPORTANT: move widgets to integer coordinates - fix containers!)
59(- pango fontsize measure and decrease to achieve real pixel height)
60 84
61set_face 4783 => 70 85 #TODO#d# display texture cache
62libpng warning: Ignoring gAMA chunk with gamma=0 86 {
63allocating id 71 87 glEnable GL_TEXTURE_2D;
64OK 88 glBindTexture GL_TEXTURE_2D, 41;
65set_face 4782 => 71 89 glColor 1, 1, 1, 1;
66libpng warning: Ignoring gAMA chunk with gamma=0 90 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
67allocating id 72 91 glEnable GL_BLEND;
68OK 92 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
69set_face 4781 => 72 93 glBegin GL_QUADS;
70libpng warning: Ignoring gAMA chunk with gamma=0 94 glTexCoord 0,1; glVertex 0,0;
71allocating id 73 95 glTexCoord 1,1; glVertex 255,0;
72OK 96 glTexCoord 1,0; glVertex 255,255;
73set_face 4784 => 73 97 glTexCoord 0,0; glVertex 0,255;
74libpng warning: Ignoring gAMA chunk with gamma=0 98 glEnd;
99 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D;
101 }
75 102
103 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.
104 /*first pass*/
105 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
106 glDepthMask(FALSE); /*disable Z buffer*/
107 if (premultpliedTransparency)
108 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
109 else
110 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
111 /*render the object here*/
112
113 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:
114 /*second pass*/
115 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
116 glDepthMask(FALSE); /*disable Z buffer*/
117 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
118 /*render the object with alpha replaced with 1-a*/
119
120 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:
121 /*third pass*/
122 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
123 glDepthMask(TRUE); /*enable Z buffer*/
124 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
125 /*render the object with alpha replaced with 1*/
126
127

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