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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 1.259 by root, Fri Apr 27 00:59:32 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- improve smoothing implementation to be cleaner and more efficient.
412:17 <@schmorp> will have to do that for gce too 9- make smoothing a separate setting, or depend on fast&ugly.
512:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it
7 10
11- automccompleter should vanish when its losing focus
12- allow inventory window to be stacked vertically, maybe?
13- ganondorf wants the complete to grow, never shrink
14- keypad-enter does not do the same as return in text entries
8 15
9- IMPORTANT: slider should clip to valid range properly 16- ice in /whalingoutpost/misc/castle1
10- IMPORTANT: user interface (window positions etc.) should be saved, but 17 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
11 a) switching modes clears/recreates all widgets (has to, as parameters 18- PANGO: create upstream-patch for inclusion into pango
12 are not resolution-independent) 19- SERVER: document ext/mapinfo and cfplus.ext
13 b) widget layout is nontrivial as to not obscure map 20- SERVER: memleak like hell: probably event-related? (probably not real)
14 c) need better way to center map then middle-button, maybe map overview 21- LONG-TERM: party member health etc. status (needs player list, then trivial)
15 (but updates will be slow UPDATE updates are not at all slow). 22- LONG-TERM: map landmark labels
16- IMPORTANT: animate faces in inventory etc. 23- LONG-TERM: player on map name
17 24
18- remove wrap_mode hack from texture and make it a per-texture operation 25- player speed is only shown as current, not unencumbered max as in gcfclient
19- enter runmode when cursor-key repeats 26- IMPORTANT: stats during item creation == crash? (reported by Grak)
20- mapmap (overview) 27- IMPORTANT: server-protocol/upgrade etc.
21 - convetr to real window 28- IMPORTANT: good installation instructions/problem faq.
22 - draw rectangle around visible area 29- IMPORTANT: database creation parameters borked - fix and find upgrad epath
23 - scroll visible area 30- FEATURE: beside the floorbox, have a recent inventory items box
24 - make size configurable/reesizable 31- fix the pod referencing - L<glossary/space> does not get you anywhere.
25- use real mapmap size in map caching, not hardcoded 250 size 32 * possibly look into auto-marking (wiki-style) certain key sequences.
33
34should be solved/investigated before 1.0 release:
35- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
36- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
37- when in history "mode", completer cannot access completions at all
38- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
39- offer common options such as use_skill sense xxx etc. in inventory via menu?
40- buttons should support hovering visually
41- notebooks should provide visual feedback (support from button class?)
42- floorbox out-of-screen after resizing (schmorp)
43- identify inventory hover slowness and fix it (schmorp)
44- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
45- playerbook/skills should have sensible tooltips with skill descriptions
46- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
47- mapmap (overview) - scroll visible area by clicking/dragging
48- binding window and editor layout broken for long recordings => use scroller
49- maybe open the help viewer on the first start, or a simple dialog that
50 initially lists keybidings for gcfclient converts.
51- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
52- what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier?
54
55post-1.0:
56- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
57 (after starting, press quit)
58- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
60 affect neighbouring visible pixels (border bleeding).
61- examine etc., should use extendeddrawinfo or sth. similar
62- player list from server for tell etc. commands
26- save only dirty cached maps, and save dirty maps != current map 63- 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 64- look into extendedmapinfo
28- the stats for the gauges which get into the stats_update function are somehow weird 65- 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 66 or that some commands do not take arguments ("drop all").
30- message window layout broken (entry too small). 67- sliders do not change size after reconfigure.
31- mesa-rendering of textview shows only garbage and/or another texture 68- enter runmode when cursor-key repeats (maybe not?)
32- label needs "expected char width" 69- 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 70- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 71 of small textures.
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 72- 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 73
42TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
75- 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 76- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 77 (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 78 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 79 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 80 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 81- 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 82- 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. 83 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 84- 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 85- 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 86 be an attack (mentioned before). You also get no exp for this
60- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
61 your comments, with the mentioning of the current map (and perhaps an 88 your comments, with the mentioning of the current map (and perhaps an
62 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
63 90
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 91
68set_face 4783 => 70 92 #TODO#d# display texture cache
69libpng warning: Ignoring gAMA chunk with gamma=0 93 {
70allocating id 71 94 glEnable GL_TEXTURE_2D;
71OK 95 glBindTexture GL_TEXTURE_2D, 41;
72set_face 4782 => 71 96 glColor 1, 1, 1, 1;
73libpng warning: Ignoring gAMA chunk with gamma=0 97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
74allocating id 72 98 glEnable GL_BLEND;
75OK 99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
76set_face 4781 => 72 100 glBegin GL_QUADS;
77libpng warning: Ignoring gAMA chunk with gamma=0 101 glTexCoord 0,1; glVertex 0,0;
78allocating id 73 102 glTexCoord 1,1; glVertex 255,0;
79OK 103 glTexCoord 1,0; glVertex 255,255;
80set_face 4784 => 73 104 glTexCoord 0,0; glVertex 0,255;
81libpng warning: Ignoring gAMA chunk with gamma=0 105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
82 109
110 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.
111 /*first pass*/
112 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
113 glDepthMask(FALSE); /*disable Z buffer*/
114 if (premultpliedTransparency)
115 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
116 else
117 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
118 /*render the object here*/
119
120 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:
121 /*second pass*/
122 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
125 /*render the object with alpha replaced with 1-a*/
126
127 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:
128 /*third pass*/
129 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130 glDepthMask(TRUE); /*enable Z buffer*/
131 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132 /*render the object with alpha replaced with 1*/
133
134

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