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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.42 by root, Fri Apr 28 09:22:00 2006 UTC vs.
Revision 1.221 by elmex, Mon Jul 24 12:25:08 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: on shtudown: wanted to save map with player => map not being saved?
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
11 a) switching modes clears/recreates all widgets (has to, as parameters
12 are not resolution-independent)
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- IMPORTANT: animate faces in inventory etc.
17 14
15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
16- spells ordering completely different for different users (maybe stored in hash?)
17- identify inventory hover slowness and fix it (schmorp)
18- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
19 => either using bg attribute, or something else. neither way is currently implementable, imho
20 => or maybe using an extra icon for curses/magic items?)
21 offer common options such as use_skill sense xxx etc. in inventory via menu?
22 make simple inventory filters: most recently added/changed, normal, only unlocked
23- floorbox out-of-screen after resizing (schmorp)
24- skill book - tooltips with description and bind-to-key (schmorp)
25- all dialogs should be closable with "Esc"
26- notebooks should provide visual feedback (support from button class?)
27- buttons should support hovering visually
28- minor: skill list which lets u bind stuff
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30
18should be solved/investitaged before release: 31should be solved/investigated before 1.0 release:
19- remove wrap_mode hack from texture and make it a per-texture operation 32- use more graphical frames/separators to make dialogs more eye-pleasing/clean
20- enter runmode when cursor-key repeats 33- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
21- mapmap (overview) 34- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
22 - scroll visible area 35- playerbook/skills should have sensible tooltips with skill descriptions
36- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
37- NPC dialog box should have close button which finishes the dialog
38- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42- maybe support mb4/mb5 on selected widgets to facilitate scrolling
43 (inventory, spell list, messge log...) => marc
44- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
45- but fullscreen => minimize (alt-esc) => no way to go back [windows]
46- spell list => scroll down => "Pickup" => scrollbar not updated
47- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier?
49- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
50
51post-1.0:
52- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
53 (after starting, press quit)
54- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56 affect neighbouring visible pixels (border bleeding).
57- examine etc., should use extendeddrawinfo or sth. similar
58- player list from server for tell etc. commands
23- save only dirty cached maps, and save dirty maps != current map 59- save only dirty cached maps, and save dirty maps != current map
24- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 60- look into extendedmapinfo
25- mesa-rendering of textview shows only garbage and/or another texture 61- completer should know more about arguments, e.g. cast summon pet monster,
26- maybe move window managing functionality into toplevel 62 or that some commands do not take arguments ("drop all").
27- look into extendeddrawinfo and extendedmapinfo 63- sliders do not change size after reconfigure.
28 64- enter runmode when cursor-key repeats (maybe not?)
29low priority: 65- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
30- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
31- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
32- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
33 of small textures. 67 of small textures.
34- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35 affect neighbouring visible pixels (border bleeding).
36- pango fontsize measure and decrease to achieve real pixel height
37 68
38TEMPORARY SERVER TODO: 69TEMPORARY SERVER TODO:
70- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
39- palyer peaceful setting should be independen of game peaceful setting 71- palyer peaceful setting should be independen of game peaceful setting
40 (i.e. one should be able to become hostile against guards but still 72 (i.e. one should be able to become hostile against guards but still
41 be peaceful - the palyer peaceful would be toggled by priests and shown 73 be peaceful - the palyer peaceful would be toggled by priests and shown
42 in who, the game peaceful steting would be toggled by the peaceful command 74 in who, the game peaceful steting would be toggled by the peaceful command
43 but not otherwise shown). 75 but not otherwise shown).
44- run flawfinder on cf
45- disable old socket mode in server
46- implement suicide command for server
47- cavehippo wants hashstring to be changed to hash name
48- pippij wants playerstealing to work between hostile players 76- pippij wants playerstealing to work between hostile players
49- schmorp wants to rework the who output format
50- attempt_jump tries to kick jumped-into monster,s but doesn't work 77- attempt_jump tries to kick jumped-into monster,s but doesn't work
51- 1) If you hide, and someone can see you trying to hide, you'll get a 78- 1) If you hide, and someone can see you trying to hide, you'll get a
52 message, even when you can't see that other person. 79 message, even when you can't see that other person.
53- 2) hiding exp is always 1, independant of how difficult it is to hide 80- 2) hiding exp is always 1, independant of how difficult it is to hide
54- 3) jumping into monsters does no damage, even though it's supposed to 81- 3) jumping into monsters does no damage, even though it's supposed to
55 be an attack (mentioned before). You also get no exp for this 82 be an attack (mentioned before). You also get no exp for this
56- 10) (feature request): bug/typo/idea commands to automatically log 83- 10) (feature request): bug/typo/idea commands to automatically log
57 your comments, with the mentioning of the current map (and perhaps an 84 your comments, with the mentioning of the current map (and perhaps an
58 item, if you do 'bug <item>'). 85 item, if you do 'bug <item>').
86
87
88 #TODO#d# display texture cache
89 {
90 glEnable GL_TEXTURE_2D;
91 glBindTexture GL_TEXTURE_2D, 41;
92 glColor 1, 1, 1, 1;
93 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
94 glEnable GL_BLEND;
95 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
96 glBegin GL_QUADS;
97 glTexCoord 0,1; glVertex 0,0;
98 glTexCoord 1,1; glVertex 255,0;
99 glTexCoord 1,0; glVertex 255,255;
100 glTexCoord 0,0; glVertex 0,255;
101 glEnd;
102 glDisable GL_BLEND;
103 glDisable GL_TEXTURE_2D;
104 }
59 105
60set_face 4783 => 70 106set_face 4783 => 70
61libpng warning: Ignoring gAMA chunk with gamma=0 107libpng warning: Ignoring gAMA chunk with gamma=0
62allocating id 71 108allocating id 71
63OK 109OK
70allocating id 73 116allocating id 73
71OK 117OK
72set_face 4784 => 73 118set_face 4784 => 73
73libpng warning: Ignoring gAMA chunk with gamma=0 119libpng warning: Ignoring gAMA chunk with gamma=0
74 120
121 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.
122 /*first pass*/
123 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 if (premultpliedTransparency)
126 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
127 else
128 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
129 /*render the object here*/
130
131 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:
132 /*second pass*/
133 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
134 glDepthMask(FALSE); /*disable Z buffer*/
135 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
136 /*render the object with alpha replaced with 1-a*/
137
138 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:
139 /*third pass*/
140 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
141 glDepthMask(TRUE); /*enable Z buffer*/
142 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
143 /*render the object with alpha replaced with 1*/
144
145

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