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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.46 by root, Mon May 8 20:55:47 2006 UTC vs.
Revision 1.261 by root, Fri Aug 17 21:18:01 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- IMPORTANT: when closign a window, the close button keeps the event or so,
412:17 <@schmorp> will have to do that for gce too 9 resulting in endless resize when it reopens again.
512:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it
7 10
8- IMPORTANT: kick elmex for not documenting the bugs here so other people 11- improve smoothing implementation to be cleaner and more efficient.
9 cannot work on them.
10- IMPORTANT: inventory update must be incremental (too slow)
11- IMPORTANT: slider should clip to valid range properly
12- IMPORTANT: user interface (window positions etc.) should be saved, but
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- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
18- IMPORTANT: verify and correct connection-dependent texture management
19 12
13- automccompleter should vanish when its losing focus
14- allow inventory window to be stacked vertically, maybe?
15- ganondorf wants the completer to grow, never shrink
16- keypad-enter does not do the same as return in text entries
17
18- ice in /whalingoutpost/misc/castle1
19 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
20- PANGO: create upstream-patch for inclusion into pango
21- SERVER: document ext/mapinfo and cfplus.ext
22- SERVER: memleak like hell: probably event-related? (probably not real)
23- LONG-TERM: party member health etc. status (needs player list, then trivial)
24- LONG-TERM: map landmark labels
25- LONG-TERM: player on map name
26
27- player speed is only shown as current, not unencumbered max as in gcfclient
28- IMPORTANT: stats during item creation == crash? (reported by Grak)
29- IMPORTANT: server-protocol/upgrade etc.
30- IMPORTANT: good installation instructions/problem faq.
31- IMPORTANT: database creation parameters borked - fix and find upgrad epath
32- FEATURE: beside the floorbox, have a recent inventory items box
33- fix the pod referencing - L<glossary/space> does not get you anywhere.
34 * possibly look into auto-marking (wiki-style) certain key sequences.
35
20should be solved/investitaged before release: 36should be solved/investigated before 1.0 release:
37- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
38- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
39- when in history "mode", completer cannot access completions at all
40- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
41- offer common options such as use_skill sense xxx etc. in inventory via menu?
42- buttons should support hovering visually
43- notebooks should provide visual feedback (support from button class?)
44- floorbox out-of-screen after resizing (schmorp)
45- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
46- playerbook/skills should have sensible tooltips with skill descriptions
47- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
48- mapmap (overview) - scroll visible area by clicking/dragging
49- binding window and editor layout broken for long recordings => use scroller
50- maybe open the help viewer on the first start, or a simple dialog that
51 initially lists keybidings for gcfclient converts.
52- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
53- what happened to the dialog being shown when modifiers are pressed, showing
54 keybindings for this modifier?
55
56post-1.0:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 57- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing login with connection refused, then close window) 58 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation 59- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
24- enter runmode when cursor-key repeats 60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
25- mapmap (overview) - scroll visible area by clicking/dragging 61 affect neighbouring visible pixels (border bleeding).
62- examine etc., should use extendeddrawinfo or sth. similar
63- player list from server for tell etc. commands
26- save only dirty cached maps, and save dirty maps != current map 64- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 65- look into extendedmapinfo
28- mesa-rendering of textview shows only garbage and/or another texture 66- completer should know more about arguments, e.g. cast summon pet monster,
29- maybe move window managing functionality into toplevel 67 or that some commands do not take arguments ("drop all").
30- look into extendeddrawinfo and extendedmapinfo 68- sliders do not change size after reconfigure.
31- update/check_size should be done at most once/frame/widget. 69- enter runmode when cursor-key repeats (maybe not?)
32 70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
33low priority:
34- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
35- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
36- performance: use texture collections for upstream server data instead if gobs 71- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 72 of small textures.
38- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 73- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
39 affect neighbouring visible pixels (border bleeding).
40- pango fontsize measure and decrease to achieve real pixel height
41 74
42TEMPORARY SERVER TODO: 75TEMPORARY SERVER TODO:
76- 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 77- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 78 (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 79 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 80 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 81 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 82- 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 83- 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. 84 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 85- 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 86- 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 87 be an attack (mentioned before). You also get no exp for this
60- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
61 your comments, with the mentioning of the current map (and perhaps an 89 your comments, with the mentioning of the current map (and perhaps an
62 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
63 91
64set_face 4783 => 70
65libpng warning: Ignoring gAMA chunk with gamma=0
66allocating id 71
67OK
68set_face 4782 => 71
69libpng warning: Ignoring gAMA chunk with gamma=0
70allocating id 72
71OK
72set_face 4781 => 72
73libpng warning: Ignoring gAMA chunk with gamma=0
74allocating id 73
75OK
76set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0
78 92
93 #TODO#d# display texture cache
94 {
95 glEnable GL_TEXTURE_2D;
96 glBindTexture GL_TEXTURE_2D, 41;
97 glColor 1, 1, 1, 1;
98 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
99 glEnable GL_BLEND;
100 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
101 glBegin GL_QUADS;
102 glTexCoord 0,1; glVertex 0,0;
103 glTexCoord 1,1; glVertex 255,0;
104 glTexCoord 1,0; glVertex 255,255;
105 glTexCoord 0,0; glVertex 0,255;
106 glEnd;
107 glDisable GL_BLEND;
108 glDisable GL_TEXTURE_2D;
109 }
110
111 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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

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