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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.104 by root, Thu Jun 1 01:34:05 2006 UTC vs.
Revision 1.252 by root, Tue Dec 19 23:24:04 2006 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
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 6- ganondorf wants the complete to grow, never shrink
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 7
11- IMPORTANT: message log window often loses contents after refreshes/res switches 8- ice in /whalingoutpost/misc/castle1
12- IMPORTANT: toplevel geometry is not respected on moves. 9 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13- IMPORTANT: user_x/user_y for layout setting 10- PANGO: create upstream-patch for inclusion into pango
14- IMPORTANT: learning spells does not make them show up automatically in the completer? 11- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: statusbox update timer 12- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: statusbox tooltip must not go away on updates 13- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- IMPORTANT: history for completer (cursor-up) 14- LONG-TERM: map landmark labels
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 15- LONG-TERM: player on map name
19- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
20 (mostly fixed, but still there: displays list and texture uploads do not go well together)
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
23 b) widget layout is nontrivial as to not obscure map
24 c) need better way to center map then middle-button, maybe map overview
25 (but updates will be slow UPDATE updates are not at all slow).
26 16
17- player speed is only shown as current, not unencumbered max as in gcfclient
18- IMPORTANT: stats during item creation == crash? (reported by Grak)
19- IMPORTANT: server-protocol/upgrade etc.
20- IMPORTANT: good installation instructions/problem faq.
21- IMPORTANT: database creation parameters borked - fix and find upgrad epath
22- FEATURE: beside the floorbox, have a recent inventory items box
23- fix the pod referencing - L<glossary/space> does not get you anywhere.
24 * possibly look into auto-marking (wiki-style) certain key sequences.
25
27should be solved/investitaged before release: 26should be solved/investigated before 1.0 release:
28- log messages received and commands sent to ~/.crossfire/log.$ip 27- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
29- the binding editor should have a append-record mode or something like that 28- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
30- rethink message display in lower left corner 29- when in history "mode", completer cannot access completions at all
31- the inventory 30- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32 completely redraws itself on every animation change, even when its not visible. 31- offer common options such as use_skill sense xxx etc. in inventory via menu?
33- cairo/win32 looks like shit (premultiplied alpha bug?) 32- buttons should support hovering visually
33- notebooks should provide visual feedback (support from button class?)
34- floorbox out-of-screen after resizing (schmorp)
35- identify inventory hover slowness and fix it (schmorp)
36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
37- playerbook/skills should have sensible tooltips with skill descriptions
38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
39- mapmap (overview) - scroll visible area by clicking/dragging
40- binding window and editor layout broken for long recordings => use scroller
41- maybe open the help viewer on the first start, or a simple dialog that
42 initially lists keybidings for gcfclient converts.
43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
44- what happened to the dialog being shown when modifiers are pressed, showing
45 keybindings for this modifier?
46
47post-1.0:
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 48- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit) 49 (after starting, press quit)
36- flopper/menu imrpovement: 50- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
37 * things that are menus should act more like menus 51- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
38 * inmventory etc. should fade-in automatically when used 52 affect neighbouring visible pixels (border bleeding).
39- add menu itemds for inventory items: mark/inscribe etc. 53- examine etc., should use extendeddrawinfo or sth. similar
40- remove wrap_mode hack from texture and make it a per-texture operation 54- player list from server for tell etc. commands
41- enter runmode when cursor-key repeats 55- save only dirty cached maps, and save dirty maps != current map
42- mapmap (overview) - scroll visible area by clicking/dragging 56- look into extendedmapinfo
43- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
44- maybe move window managing functionality into toplevel
45- better window management (graphical feedback)
46- the player weight somehow updates strangely when dropping/picking up
47
48low priority:
49- completer should know more about arguments, e.g. cast summon pet monster, 57- completer should know more about arguments, e.g. cast summon pet monster,
50 or that some commands do not take arguments ("drop all"). 58 or that some commands do not take arguments ("drop all").
51- textview should not snap to bottom on resize. 59- sliders do not change size after reconfigure.
52- alt+cursor == diagonal 60- enter runmode when cursor-key repeats (maybe not?)
53- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map
55- inventory update must be incremental (too slow) (really? check)
56- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
61- performance: use texture collections for upstream server data instead if gobs 62- performance: use texture collections for upstream server data instead if gobs
62 of small textures. 63 of small textures.
63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 64- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
64 affect neighbouring visible pixels (border bleeding).
65- pango fontsize measure and decrease to achieve real pixel height
66 65
67TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting 68- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 69 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown 70 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command 71 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown). 72 but not otherwise shown).
73- pippij wants playerstealing to work between hostile players
74- attempt_jump tries to kick jumped-into monster,s but doesn't work 73- attempt_jump tries to kick jumped-into monster,s but doesn't work
75- 1) If you hide, and someone can see you trying to hide, you'll get a 74- 1) If you hide, and someone can see you trying to hide, you'll get a
76 message, even when you can't see that other person. 75 message, even when you can't see that other person.
77- 2) hiding exp is always 1, independant of how difficult it is to hide 76- 2) hiding exp is always 1, independant of how difficult it is to hide
78- 3) jumping into monsters does no damage, even though it's supposed to 77- 3) jumping into monsters does no damage, even though it's supposed to
79 be an attack (mentioned before). You also get no exp for this 78 be an attack (mentioned before). You also get no exp for this
80- 10) (feature request): bug/typo/idea commands to automatically log 79- 10) (feature request): bug/typo/idea commands to automatically log
81 your comments, with the mentioning of the current map (and perhaps an 80 your comments, with the mentioning of the current map (and perhaps an
82 item, if you do 'bug <item>'). 81 item, if you do 'bug <item>').
83 82
84set_face 4783 => 70
85libpng warning: Ignoring gAMA chunk with gamma=0
86allocating id 71
87OK
88set_face 4782 => 71
89libpng warning: Ignoring gAMA chunk with gamma=0
90allocating id 72
91OK
92set_face 4781 => 72
93libpng warning: Ignoring gAMA chunk with gamma=0
94allocating id 73
95OK
96set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0
98 83
84 #TODO#d# display texture cache
85 {
86 glEnable GL_TEXTURE_2D;
87 glBindTexture GL_TEXTURE_2D, 41;
88 glColor 1, 1, 1, 1;
89 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
90 glEnable GL_BLEND;
91 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
92 glBegin GL_QUADS;
93 glTexCoord 0,1; glVertex 0,0;
94 glTexCoord 1,1; glVertex 255,0;
95 glTexCoord 1,0; glVertex 255,255;
96 glTexCoord 0,0; glVertex 0,255;
97 glEnd;
98 glDisable GL_BLEND;
99 glDisable GL_TEXTURE_2D;
100 }
101
102 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.
103 /*first pass*/
104 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/
106 if (premultpliedTransparency)
107 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
108 else
109 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
110 /*render the object here*/
111
112 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:
113 /*second pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1-a*/
118
119 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:
120 /*third pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(TRUE); /*enable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1*/
125
126

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