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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.103 by root, Thu Jun 1 01:05:14 2006 UTC vs.
Revision 1.264 by root, Wed Aug 22 21:40:43 2007 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 6http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 7
612:17 <@schmorp> i do list all libs manually for pclient 8- improve smoothing implementation to be cleaner and more efficient.
712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 9
11- IMPORTANT: toplevel geometry is not respected on moves. 10- automccompleter should vanish when its losing focus
12- IMPORTANT: user_x/user_y for layout setting 11- allow inventory window to be stacked vertically, maybe?
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 12- ganondorf wants the completer to grow, never shrink
14- IMPORTANT: statusbox update timer 13- keypad-enter does not do the same as return in text entries
15- IMPORTANT: statusbox tooltip must not go away on updates
16- IMPORTANT: history for completer (cursor-up)
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
19 (mostly fixed, but still there: displays list and texture uploads do not go well together)
20- IMPORTANT:_ map feedback... e.g. when clicking on it
21- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
22 b) widget layout is nontrivial as to not obscure map
23 c) need better way to center map then middle-button, maybe map overview
24 (but updates will be slow UPDATE updates are not at all slow).
25 14
15- ice in /whalingoutpost/misc/castle1
16 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
17- PANGO: create upstream-patch for inclusion into pango
18- SERVER: document ext/mapinfo and cfplus.ext
19- SERVER: memleak like hell: probably event-related? (probably not real)
20- LONG-TERM: party member health etc. status (needs player list, then trivial)
21- LONG-TERM: map landmark labels
22- LONG-TERM: player on map name
23
24- player speed is only shown as current, not unencumbered max as in gcfclient
25- IMPORTANT: stats during item creation == crash? (reported by Grak)
26- FEATURE: beside the floorbox, have a recent inventory items box
27- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
29
26should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
27- log messages received and commands sent to ~/.crossfire/log.$ip 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
28- the binding editor should have a append-record mode or something like that 32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
29- rethink message display in lower left corner 33- offer common options such as use_skill sense xxx etc. in inventory via menu?
30- the inventory 34- buttons should support hovering visually
31 completely redraws itself on every animation change, even when its not visible. 35- notebooks should provide visual feedback (support from button class?)
32- cairo/win32 looks like shit (premultiplied alpha bug?) 36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
34 (after starting, press quit)
35- flopper/menu imrpovement:
36 * things that are menus should act more like menus
37 * inmventory etc. should fade-in automatically when used
38- add menu itemds for inventory items: mark/inscribe etc.
39- remove wrap_mode hack from texture and make it a per-texture operation
40- enter runmode when cursor-key repeats
41- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
42- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 39- maybe open the help viewer on the first start, or a simple dialog that
43- maybe move window managing functionality into toplevel 40 initially lists keybidings for gcfclient converts.
44- better window management (graphical feedback) 41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
45- the player weight somehow updates strangely when dropping/picking up
46 42
47low priority: 43post-1.0:
44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
46 affect neighbouring visible pixels (border bleeding).
47- player list from server for tell etc. commands
48- completer should know more about arguments, e.g. cast summon pet monster, 48- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
50- textview should not snap to bottom on resize. 50- enter runmode when cursor-key repeats (maybe not?)
51- alt+cursor == diagonal
52- look into extendedmapinfo
53- save only dirty cached maps, and save dirty maps != current map
54- inventory update must be incremental (too slow) (really? check)
55- try to synchronize local animation speed with server updates to save on screen refreshes.
56- player list from server for tell etc. commands
57- examine etc., should use extendeddrawinfo or sth. similar
58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 51- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
59- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
60- performance: use texture collections for upstream server data instead if gobs 52- performance: use texture collections for upstream server data instead if gobs
61 of small textures. 53 of small textures.
62- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 54- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
63 affect neighbouring visible pixels (border bleeding).
64- pango fontsize measure and decrease to achieve real pixel height
65 55
66TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
57- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
67- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
68 (i.e. one should be able to become hostile against guards but still 59 (i.e. one should be able to become hostile against guards but still
69 be peaceful - the palyer peaceful would be toggled by priests and shown 60 be peaceful - the palyer peaceful would be toggled by priests and shown
70 in who, the game peaceful steting would be toggled by the peaceful command 61 in who, the game peaceful steting would be toggled by the peaceful command
71 but not otherwise shown). 62 but not otherwise shown).
72- pippij wants playerstealing to work between hostile players
73- attempt_jump tries to kick jumped-into monster,s but doesn't work 63- attempt_jump tries to kick jumped-into monster,s but doesn't work
74- 1) If you hide, and someone can see you trying to hide, you'll get a 64- 1) If you hide, and someone can see you trying to hide, you'll get a
75 message, even when you can't see that other person. 65 message, even when you can't see that other person.
76- 2) hiding exp is always 1, independant of how difficult it is to hide 66- 2) hiding exp is always 1, independant of how difficult it is to hide
77- 3) jumping into monsters does no damage, even though it's supposed to 67- 3) jumping into monsters does no damage, even though it's supposed to
78 be an attack (mentioned before). You also get no exp for this 68 be an attack (mentioned before). You also get no exp for this
79- 10) (feature request): bug/typo/idea commands to automatically log
80 your comments, with the mentioning of the current map (and perhaps an
81 item, if you do 'bug <item>').
82 69
83set_face 4783 => 70
84libpng warning: Ignoring gAMA chunk with gamma=0
85allocating id 71
86OK
87set_face 4782 => 71
88libpng warning: Ignoring gAMA chunk with gamma=0
89allocating id 72
90OK
91set_face 4781 => 72
92libpng warning: Ignoring gAMA chunk with gamma=0
93allocating id 73
94OK
95set_face 4784 => 73
96libpng warning: Ignoring gAMA chunk with gamma=0
97 70
71 #TODO#d# display texture cache
72 {
73 glEnable GL_TEXTURE_2D;
74 glBindTexture GL_TEXTURE_2D, 41;
75 glColor 1, 1, 1, 1;
76 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
77 glEnable GL_BLEND;
78 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
79 glBegin GL_QUADS;
80 glTexCoord 0,1; glVertex 0,0;
81 glTexCoord 1,1; glVertex 255,0;
82 glTexCoord 1,0; glVertex 255,255;
83 glTexCoord 0,0; glVertex 0,255;
84 glEnd;
85 glDisable GL_BLEND;
86 glDisable GL_TEXTURE_2D;
87 }
88
89 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.
90 /*first pass*/
91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
92 glDepthMask(FALSE); /*disable Z buffer*/
93 if (premultpliedTransparency)
94 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
95 else
96 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
97 /*render the object here*/
98
99 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:
100 /*second pass*/
101 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
104 /*render the object with alpha replaced with 1-a*/
105
106 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:
107 /*third pass*/
108 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
109 glDepthMask(TRUE); /*enable Z buffer*/
110 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
111 /*render the object with alpha replaced with 1*/
112
113

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