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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.39 by root, Tue Apr 25 13:51:47 2006 UTC vs.
Revision 1.247 by root, Mon Nov 20 16:41:46 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- IMPORTANT: server-protocol/upgrade etc.
14- IMPORTANT: good installation instructions/problem faq.
15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
16- FEATURE: beside the floorbox, have a recent inventory items box
17- fix the pod referencing - L<glossary/space> does not get you anywhere.
18 * possibly look into auto-marking (wiki-style) certain key sequences.
8 19
9- IMPORTANT: slider should clip to valid range properly 20should be solved/investigated before 1.0 release:
10- IMPORTANT: user interface (window positions etc.) should be saved, but 21- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
11 a) switching modes clears/recreates all widgets (has to, as parameters 22- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
12 are not resolution-independent) 23- when in history "mode", completer cannot access completions at all
13 b) widget layout is nontrivial as to not obscure map 24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
14 c) need better way to center map then middle-button, maybe map overview 25- offer common options such as use_skill sense xxx etc. in inventory via menu?
15 (but updates will be slow UPDATE updates are not at all slow). 26- buttons should support hovering visually
16- IMPORTANT: animate faces in inventory etc. 27- notebooks should provide visual feedback (support from button class?)
28- floorbox out-of-screen after resizing (schmorp)
29- identify inventory hover slowness and fix it (schmorp)
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
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- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings => use scroller
35- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts.
37- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
38- what happened to the dialog being shown when modifiers are pressed, showing
39 keybindings for this modifier?
17 40
18- remove wrap_mode hack from texture and make it a per-texture operation 41post-1.0:
19- enter runmode when cursor-key repeats 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
20- mapmap (overview) 43 (after starting, press quit)
21 - convetr to real window 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
22 - draw rectangle around visible area 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
23 - scroll visible area 46 affect neighbouring visible pixels (border bleeding).
24 - make size configurable/reesizable 47- examine etc., should use extendeddrawinfo or sth. similar
25- use real mapmap size in map caching, not hardcoded 250 size 48- player list from server for tell etc. commands
26- save only dirty cached maps, and save dirty maps != current map 49- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 50- look into extendedmapinfo
28- the stats for the gauges which get into the stats_update function are somehow weird 51- completer should know more about arguments, e.g. cast summon pet monster,
29- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 52 or that some commands do not take arguments ("drop all").
30- message window layout broken (entry too small). 53- sliders do not change size after reconfigure.
31- mesa-rendering of textview shows only garbage and/or another texture 54- enter runmode when cursor-key repeats (maybe not?)
32- label needs "expected char width" 55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
33- toplevel should enforce that windows always be partially visible
34- maybe move window managing functionality into toplevel
35- look into extendeddrawinfo and extendedmapinfo
36- add extenstive tooltips to stats window, basically like a manual :) (resistances missing?)
37- performance: use texture collections for upstream server data instead if gobs 56- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 57 of small textures.
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 58- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
40 affect neighbouring visible pixels (border bleeding).
41 59
42TEMPORARY SERVER TODO: 60TEMPORARY SERVER TODO:
61- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
43- palyer peaceful setting should be independen of game peaceful setting 62- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 63 (i.e. one should be able to become hostile against guards but still
45 be peaceful - the palyer peaceful would be toggled by priests and shown 64 be peaceful - the palyer peaceful would be toggled by priests and shown
46 in who, the game peaceful steting would be toggled by the peaceful command 65 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 66 but not otherwise shown).
48- run flawfinder on cf
49- disable old socket mode in server
50- implement suicide command for server
51- cavehippo wants hashstring to be changed to hash name
52- pippij wants playerstealing to work between hostile players
53- schmorp wants to rework the who output format
54- attempt_jump tries to kick jumped-into monster,s but doesn't work 67- attempt_jump tries to kick jumped-into monster,s but doesn't work
55- 1) If you hide, and someone can see you trying to hide, you'll get a 68- 1) If you hide, and someone can see you trying to hide, you'll get a
56 message, even when you can't see that other person. 69 message, even when you can't see that other person.
57- 2) hiding exp is always 1, independant of how difficult it is to hide 70- 2) hiding exp is always 1, independant of how difficult it is to hide
58- 3) jumping into monsters does no damage, even though it's supposed to 71- 3) jumping into monsters does no damage, even though it's supposed to
59 be an attack (mentioned before). You also get no exp for this 72 be an attack (mentioned before). You also get no exp for this
60- 10) (feature request): bug/typo/idea commands to automatically log 73- 10) (feature request): bug/typo/idea commands to automatically log
61 your comments, with the mentioning of the current map (and perhaps an 74 your comments, with the mentioning of the current map (and perhaps an
62 item, if you do 'bug <item>'). 75 item, if you do 'bug <item>').
63 76
64"workarounded" but not solved:
65(- IMPORTANT: move widgets to integer coordinates - fix containers!)
66(- pango fontsize measure and decrease to achieve real pixel height)
67 77
68set_face 4783 => 70 78 #TODO#d# display texture cache
69libpng warning: Ignoring gAMA chunk with gamma=0 79 {
70allocating id 71 80 glEnable GL_TEXTURE_2D;
71OK 81 glBindTexture GL_TEXTURE_2D, 41;
72set_face 4782 => 71 82 glColor 1, 1, 1, 1;
73libpng warning: Ignoring gAMA chunk with gamma=0 83 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
74allocating id 72 84 glEnable GL_BLEND;
75OK 85 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
76set_face 4781 => 72 86 glBegin GL_QUADS;
77libpng warning: Ignoring gAMA chunk with gamma=0 87 glTexCoord 0,1; glVertex 0,0;
78allocating id 73 88 glTexCoord 1,1; glVertex 255,0;
79OK 89 glTexCoord 1,0; glVertex 255,255;
80set_face 4784 => 73 90 glTexCoord 0,0; glVertex 0,255;
81libpng warning: Ignoring gAMA chunk with gamma=0 91 glEnd;
92 glDisable GL_BLEND;
93 glDisable GL_TEXTURE_2D;
94 }
82 95
96 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.
97 /*first pass*/
98 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
99 glDepthMask(FALSE); /*disable Z buffer*/
100 if (premultpliedTransparency)
101 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
102 else
103 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
104 /*render the object here*/
105
106 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:
107 /*second pass*/
108 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
109 glDepthMask(FALSE); /*disable Z buffer*/
110 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
111 /*render the object with alpha replaced with 1-a*/
112
113 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:
114 /*third pass*/
115 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
116 glDepthMask(TRUE); /*enable Z buffer*/
117 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
118 /*render the object with alpha replaced with 1*/
119
120

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