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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.35 by root, Mon Apr 24 11:54:25 2006 UTC vs.
Revision 1.265 by root, Sat Oct 20 05:35:28 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
312:17 <@schmorp> i do list all libs manually for pclient 8* have ctrl=run, shift=fire indicatords somewhere, so people can find out about this feature
412:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it
7 9
10- improve smoothing implementation to be cleaner and more efficient.
8 11
9- IMPORTANT: slider should clip to valid range properly 12- automccompleter should vanish when its losing focus
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13- allow inventory window to be stacked vertically, maybe?
11 a) switching modes clears/recreates all widgets (has to, as parameters 14- ganondorf wants the completer to grow, never shrink
12 are not resolution-independent) 15- keypad-enter does not do the same as return in text entries
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 16
17- ice in /whalingoutpost/misc/castle1
18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
19- PANGO: create upstream-patch for inclusion into pango
20- SERVER: document ext/mapinfo and cfplus.ext
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").
17- enter runmode when cursor-key repeats 52- enter runmode when cursor-key repeats (maybe not?)
18- mapmap (overview) 53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
19 - convetr to real window 54- performance: use texture collections for upstream server data instead if gobs
20 - draw rectangle around visible area 55 of small textures.
21 - scroll visible area 56- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
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- look into extendeddrawinfo and extendedmapinfo
34- add extenstive tooltips to stats window, basically like a manual :)
35 57
36TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
37- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
38 (i.e. one should be able to become hostile against guards but still 61 (i.e. one should be able to become hostile against guards but still
39 be peaceful - the palyer peaceful would be toggled by priests and shown 62 be peaceful - the palyer peaceful would be toggled by priests and shown
40 in who, the game peaceful steting would be toggled by the peaceful command 63 in who, the game peaceful steting would be toggled by the peaceful command
41 but not otherwise shown). 64 but not otherwise shown).
42- run flawfinder on cf
43- disable old socket mode in server
44- implement suicide command for server
45- cavehippo wants hashstring to be changed to hash name
46- pippij wants playerstealing to work between hostile players
47- schmorp wants to rework the who output format
48- 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
49- 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
50 message, even when you can't see that other person. 67 message, even when you can't see that other person.
51- 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
52- 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
53 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
54- 10) (feature request): bug/typo/idea commands to automatically log
55 your comments, with the mentioning of the current map (and perhaps an
56 item, if you do 'bug <item>').
57 71
58"workarounded" but not solved:
59(- IMPORTANT: move widgets to integer coordinates - fix containers!)
60(- pango fontsize measure and decrease to achieve real pixel height)
61 72
62set_face 4783 => 70 73 #TODO#d# display texture cache
63libpng warning: Ignoring gAMA chunk with gamma=0 74 {
64allocating id 71 75 glEnable GL_TEXTURE_2D;
65OK 76 glBindTexture GL_TEXTURE_2D, 41;
66set_face 4782 => 71 77 glColor 1, 1, 1, 1;
67libpng warning: Ignoring gAMA chunk with gamma=0 78 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
68allocating id 72 79 glEnable GL_BLEND;
69OK 80 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
70set_face 4781 => 72 81 glBegin GL_QUADS;
71libpng warning: Ignoring gAMA chunk with gamma=0 82 glTexCoord 0,1; glVertex 0,0;
72allocating id 73 83 glTexCoord 1,1; glVertex 255,0;
73OK 84 glTexCoord 1,0; glVertex 255,255;
74set_face 4784 => 73 85 glTexCoord 0,0; glVertex 0,255;
75libpng warning: Ignoring gAMA chunk with gamma=0 86 glEnd;
87 glDisable GL_BLEND;
88 glDisable GL_TEXTURE_2D;
89 }
76 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

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