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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.105 by root, Thu Jun 1 04:11:07 2006 UTC vs.
Revision 1.230 by root, Sun Aug 13 02:43:22 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 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: message log window often loses contents after refreshes/res switches 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: toplevel geometry is not respected on moves. 12- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: user_x/user_y for layout setting 13- SERVER: memleak like hell: probably event-related?
14- IMPORTANT: learning spells does not make them show up automatically in the completer?
15- IMPORTANT: statusbox update timer
16- IMPORTANT: statusbox tooltip must not go away on updates
17- IMPORTANT: history for completer (cursor-up)
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
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 14
15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
16- skill book - tooltips with description (schmorp)
17- IMPORTANT: server-protocol/upgrade etc.
18- IMPORTANT: good installation instructions/problem faq.
19
27should be solved/investitaged before release: 20should be solved/investigated before 1.0 release:
28- log messages received and commands sent to ~/.crossfire/log.$ip 21- <tt> not working on windows ?!
29- the binding editor should have a append-record mode or something like that 22- IMPORTANT: text/images in window's/viewports washed out: 0.5 pixle offste somewhere?
30- rethink message display in lower left corner 23- IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219.
31- the inventory 24 ^^^^ when pressing shift-insert
32 completely redraws itself on every animation change, even when its not visible. 25- offer common options such as use_skill sense xxx etc. in inventory via menu?
33- cairo/win32 looks like shit (premultiplied alpha bug?) 26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
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- use more graphical frames/separators to make dialogs more eye-pleasing/clean
32- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
33- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
34- playerbook/skills should have sensible tooltips with skill descriptions
35- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
36- NPC dialog box should have close button which finishes the dialog
37- mapmap (overview) - scroll visible area by clicking/dragging
38- binding window and editor layout broken for long recordings => use scroller
39- maybe open the help viewer on the first start, or a simple dialog that
40 initially lists keybidings for gcfclient converts.
41- maybe support mb4/mb5 on selected widgets to facilitate scrolling
42 (inventory, spell list, messge log...) => marc
43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
44- but fullscreen => minimize (alt-esc) => no way to go back [windows]
45- spell list => scroll down => "Pickup" => scrollbar not updated
46- what happened to the dialog being shown when modifiers are pressed, showing
47 keybindings for this modifier?
48- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
49
50post-1.0:
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 51- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit) 52 (after starting, press quit)
36- flopper/menu imrpovement: 53- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
37 * things that are menus should act more like menus 54- 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 55 affect neighbouring visible pixels (border bleeding).
39- add menu itemds for inventory items: mark/inscribe etc. 56- examine etc., should use extendeddrawinfo or sth. similar
40- remove wrap_mode hack from texture and make it a per-texture operation 57- player list from server for tell etc. commands
41- enter runmode when cursor-key repeats 58- save only dirty cached maps, and save dirty maps != current map
42- mapmap (overview) - scroll visible area by clicking/dragging 59- 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- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
50- completer should know more about arguments, e.g. cast summon pet monster, 60- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all"). 61 or that some commands do not take arguments ("drop all").
52- textview should not snap to bottom on resize. 62- sliders do not change size after reconfigure.
53- alt+cursor == diagonal 63- enter runmode when cursor-key repeats (maybe not?)
54- look into extendedmapinfo
55- save only dirty cached maps, and save dirty maps != current map
56- inventory update must be incremental (too slow) (really? check)
57- try to synchronize local animation speed with server updates to save on screen refreshes.
58- player list from server for tell etc. commands
59- examine etc., should use extendeddrawinfo or sth. similar
60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
61- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
62- performance: use texture collections for upstream server data instead if gobs 65- performance: use texture collections for upstream server data instead if gobs
63 of small textures. 66 of small textures.
64- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
65 affect neighbouring visible pixels (border bleeding).
66- pango fontsize measure and decrease to achieve real pixel height
67 67
68TEMPORARY SERVER TODO: 68TEMPORARY SERVER TODO:
69- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
69- palyer peaceful setting should be independen of game peaceful setting 70- palyer peaceful setting should be independen of game peaceful setting
70 (i.e. one should be able to become hostile against guards but still 71 (i.e. one should be able to become hostile against guards but still
71 be peaceful - the palyer peaceful would be toggled by priests and shown 72 be peaceful - the palyer peaceful would be toggled by priests and shown
72 in who, the game peaceful steting would be toggled by the peaceful command 73 in who, the game peaceful steting would be toggled by the peaceful command
73 but not otherwise shown). 74 but not otherwise shown).
80 be an attack (mentioned before). You also get no exp for this 81 be an attack (mentioned before). You also get no exp for this
81- 10) (feature request): bug/typo/idea commands to automatically log 82- 10) (feature request): bug/typo/idea commands to automatically log
82 your comments, with the mentioning of the current map (and perhaps an 83 your comments, with the mentioning of the current map (and perhaps an
83 item, if you do 'bug <item>'). 84 item, if you do 'bug <item>').
84 85
86
87 #TODO#d# display texture cache
88 {
89 glEnable GL_TEXTURE_2D;
90 glBindTexture GL_TEXTURE_2D, 41;
91 glColor 1, 1, 1, 1;
92 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
93 glEnable GL_BLEND;
94 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
95 glBegin GL_QUADS;
96 glTexCoord 0,1; glVertex 0,0;
97 glTexCoord 1,1; glVertex 255,0;
98 glTexCoord 1,0; glVertex 255,255;
99 glTexCoord 0,0; glVertex 0,255;
100 glEnd;
101 glDisable GL_BLEND;
102 glDisable GL_TEXTURE_2D;
103 }
104
85set_face 4783 => 70 105set_face 4783 => 70
86libpng warning: Ignoring gAMA chunk with gamma=0 106libpng warning: Ignoring gAMA chunk with gamma=0
87allocating id 71 107allocating id 71
88OK 108OK
89set_face 4782 => 71 109set_face 4782 => 71
95allocating id 73 115allocating id 73
96OK 116OK
97set_face 4784 => 73 117set_face 4784 => 73
98libpng warning: Ignoring gAMA chunk with gamma=0 118libpng warning: Ignoring gAMA chunk with gamma=0
99 119
120 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.
121 /*first pass*/
122 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 if (premultpliedTransparency)
125 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
126 else
127 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
128 /*render the object here*/
129
130 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:
131 /*second pass*/
132 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
135 /*render the object with alpha replaced with 1-a*/
136
137 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:
138 /*third pass*/
139 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140 glDepthMask(TRUE); /*enable Z buffer*/
141 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142 /*render the object with alpha replaced with 1*/
143
144

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