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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.40 by root, Tue Apr 25 13:57:50 2006 UTC vs.
Revision 1.231 by root, Sun Aug 13 18:48:56 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 612:17 <@schmorp> i do list all libs manually for pclient
412:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
7 10
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 11- PANGO: create upstream-patch for inclusion into pango
9- IMPORTANT: slider should clip to valid range properly 12- SERVER: document ext/mapinfo and cfplus.ext
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13- SERVER: memleak like hell: probably event-related?
11 a) switching modes clears/recreates all widgets (has to, as parameters 14- LONG-TERM: party member health etc. status
12 are not resolution-independent) 15- LONG-TERM: map landmark labels
13 b) widget layout is nontrivial as to not obscure map 16- LONG-TERM: player on map name
14 c) need better way to center map then middle-button, maybe map overview 17- LONG-TERM: monster health-bars on map
15 (but updates will be slow UPDATE updates are not at all slow).
16- IMPORTANT: animate faces in inventory etc.
17 18
18- remove wrap_mode hack from texture and make it a per-texture operation 19- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
19- enter runmode when cursor-key repeats 20- skill book - tooltips with description (schmorp)
20- mapmap (overview) 21- IMPORTANT: server-protocol/upgrade etc.
21 - convetr to real window 22- IMPORTANT: good installation instructions/problem faq.
22 - draw rectangle around visible area 23
23 - scroll visible area 24should be solved/investigated before 1.0 release:
24 - make size configurable/reesizable 25- when in history "mode", completer cannot access completions at all
25- use real mapmap size in map caching, not hardcoded 250 size 26- <tt> not working on windows ?!
27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
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 support mb4/mb5 on selected widgets to facilitate scrolling
46 (inventory, spell list, messge log...) => marc
47- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
48- but fullscreen => minimize (alt-esc) => no way to go back [windows]
49- spell list => scroll down => "Pickup" => scrollbar not updated
50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
52- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
53
54post-1.0:
55- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
56 (after starting, press quit)
57- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
59 affect neighbouring visible pixels (border bleeding).
60- examine etc., should use extendeddrawinfo or sth. similar
61- player list from server for tell etc. commands
26- save only dirty cached maps, and save dirty maps != current map 62- 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 63- look into extendedmapinfo
28- the stats for the gauges which get into the stats_update function are somehow weird 64- 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 65 or that some commands do not take arguments ("drop all").
30- message window layout broken (entry too small). 66- sliders do not change size after reconfigure.
31- mesa-rendering of textview shows only garbage and/or another texture 67- enter runmode when cursor-key repeats (maybe not?)
32- label needs "expected char width" 68- 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 69- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 70 of small textures.
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 affect neighbouring visible pixels (border bleeding).
41 71
42TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
73- 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 74- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 75 (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 76 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 77 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 78 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 79- 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 80- 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 81- 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. 82 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 83- 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 84- 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 85 be an attack (mentioned before). You also get no exp for this
60- 10) (feature request): bug/typo/idea commands to automatically log 86- 10) (feature request): bug/typo/idea commands to automatically log
61 your comments, with the mentioning of the current map (and perhaps an 87 your comments, with the mentioning of the current map (and perhaps an
62 item, if you do 'bug <item>'). 88 item, if you do 'bug <item>').
63 89
64"workarounded" but not solved: 90
65(- IMPORTANT: move widgets to integer coordinates - fix containers!) 91 #TODO#d# display texture cache
66(- pango fontsize measure and decrease to achieve real pixel height) 92 {
93 glEnable GL_TEXTURE_2D;
94 glBindTexture GL_TEXTURE_2D, 41;
95 glColor 1, 1, 1, 1;
96 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
97 glEnable GL_BLEND;
98 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
99 glBegin GL_QUADS;
100 glTexCoord 0,1; glVertex 0,0;
101 glTexCoord 1,1; glVertex 255,0;
102 glTexCoord 1,0; glVertex 255,255;
103 glTexCoord 0,0; glVertex 0,255;
104 glEnd;
105 glDisable GL_BLEND;
106 glDisable GL_TEXTURE_2D;
107 }
67 108
68set_face 4783 => 70 109set_face 4783 => 70
69libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
70allocating id 71 111allocating id 71
71OK 112OK
78allocating id 73 119allocating id 73
79OK 120OK
80set_face 4784 => 73 121set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 122libpng warning: Ignoring gAMA chunk with gamma=0
82 123
124 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.
125 /*first pass*/
126 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
127 glDepthMask(FALSE); /*disable Z buffer*/
128 if (premultpliedTransparency)
129 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
130 else
131 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
132 /*render the object here*/
133
134 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:
135 /*second pass*/
136 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
137 glDepthMask(FALSE); /*disable Z buffer*/
138 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
139 /*render the object with alpha replaced with 1-a*/
140
141 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:
142 /*third pass*/
143 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
144 glDepthMask(TRUE); /*enable Z buffer*/
145 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
146 /*render the object with alpha replaced with 1*/
147
148

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