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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.8 by root, Fri Apr 14 02:06:22 2006 UTC vs.
Revision 1.248 by root, Sun Dec 3 01:03:49 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
3- IMPORTANT: move widgets to integer coordinates - fix containers! 6- PANGO: create upstream-patch for inclusion into pango
4- label needs "expected char size" 7- SERVER: document ext/mapinfo and cfplus.ext
5- make font description copy: font size changes hurt A LOT 8- SERVER: memleak like hell: probably event-related? (probably not real)
6- toplevel should enforce that windowa alway sbe partially visible 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
7- maybe move window managing functionality into toplevel 10- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name
8 12
9"workarounded": 13- IMPORTANT: stats during item creation == crash? (reported by Grak)
10(- pango fontsize measure and decrease to achieve real pixel height) 14- IMPORTANT: server-protocol/upgrade etc.
15- IMPORTANT: good installation instructions/problem faq.
16- IMPORTANT: database creation parameters borked - fix and find upgrad epath
17- FEATURE: beside the floorbox, have a recent inventory items box
18- fix the pod referencing - L<glossary/space> does not get you anywhere.
19 * possibly look into auto-marking (wiki-style) certain key sequences.
20
21should be solved/investigated before 1.0 release:
22- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
23- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
24- when in history "mode", completer cannot access completions at all
25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
26- offer common options such as use_skill sense xxx etc. in inventory via menu?
27- buttons should support hovering visually
28- notebooks should provide visual feedback (support from button class?)
29- floorbox out-of-screen after resizing (schmorp)
30- identify inventory hover slowness and fix it (schmorp)
31- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32- playerbook/skills should have sensible tooltips with skill descriptions
33- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
34- mapmap (overview) - scroll visible area by clicking/dragging
35- binding window and editor layout broken for long recordings => use scroller
36- maybe open the help viewer on the first start, or a simple dialog that
37 initially lists keybidings for gcfclient converts.
38- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
39- what happened to the dialog being shown when modifiers are pressed, showing
40 keybindings for this modifier?
41
42post-1.0:
43- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
44 (after starting, press quit)
45- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
46- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
47 affect neighbouring visible pixels (border bleeding).
48- examine etc., should use extendeddrawinfo or sth. similar
49- player list from server for tell etc. commands
50- save only dirty cached maps, and save dirty maps != current map
51- look into extendedmapinfo
52- completer should know more about arguments, e.g. cast summon pet monster,
53 or that some commands do not take arguments ("drop all").
54- sliders do not change size after reconfigure.
55- enter runmode when cursor-key repeats (maybe not?)
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
57- performance: use texture collections for upstream server data instead if gobs
58 of small textures.
59- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
60
61TEMPORARY SERVER TODO:
62- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
63- palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown
66 in who, the game peaceful steting would be toggled by the peaceful command
67 but not otherwise shown).
68- attempt_jump tries to kick jumped-into monster,s but doesn't work
69- 1) If you hide, and someone can see you trying to hide, you'll get a
70 message, even when you can't see that other person.
71- 2) hiding exp is always 1, independant of how difficult it is to hide
72- 3) jumping into monsters does no damage, even though it's supposed to
73 be an attack (mentioned before). You also get no exp for this
74- 10) (feature request): bug/typo/idea commands to automatically log
75 your comments, with the mentioning of the current map (and perhaps an
76 item, if you do 'bug <item>').
77
78
79 #TODO#d# display texture cache
80 {
81 glEnable GL_TEXTURE_2D;
82 glBindTexture GL_TEXTURE_2D, 41;
83 glColor 1, 1, 1, 1;
84 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
85 glEnable GL_BLEND;
86 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
87 glBegin GL_QUADS;
88 glTexCoord 0,1; glVertex 0,0;
89 glTexCoord 1,1; glVertex 255,0;
90 glTexCoord 1,0; glVertex 255,255;
91 glTexCoord 0,0; glVertex 0,255;
92 glEnd;
93 glDisable GL_BLEND;
94 glDisable GL_TEXTURE_2D;
95 }
96
97 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.
98 /*first pass*/
99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
100 glDepthMask(FALSE); /*disable Z buffer*/
101 if (premultpliedTransparency)
102 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
103 else
104 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
105 /*render the object here*/
106
107 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:
108 /*second pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1-a*/
113
114 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:
115 /*third pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(TRUE); /*enable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1*/
120
121

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