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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.106 by root, Thu Jun 1 05:14:57 2006 UTC vs.
Revision 1.220 by root, Mon Jul 24 04:24:42 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: where did the window titles go, damnit? 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: message log window often loses contents after refreshes/res switches 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- IMPORTANT: toplevel geometry is not respected on moves. 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
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 (remaining things to do: testing, seems not to work reliably?)
24 14
15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
16- spells ordering completely different for different users (maybe stored in hash?)
17- identify inventory hover slowness and fix it (schmorp)
18- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
19 => either using bg attribute, or something else. neither way is currently implementable, imho
20 => or maybe using an extra icon for curses/magic items?)
21 offer common options such as use_skill sense xxx etc. in inventory via menu?
22 make simple inventory filters: most recently added/changed, normal, only unlocked
23- floorbox out-of-screen after resizing (schmorp)
24- skill book - tooltips with description and bind-to-key (schmorp)
25- all dialogs should be closable with "Esc"
26- maybe Quit menu point into map menu (with dialog when logged in, as usual?)
27- notebooks should provide visual feedback (support from button class?)
28- buttons should support hovering visually
29- minor: skill list which lets u bind stuff
30- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
31
25should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
26- log messages received and commands sent to ~/.crossfire/log.$ip 33- use more graphical frames/separators to make dialogs more eye-pleasing/clean
27- the binding editor should have a append-record mode or something like that 34- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
28- rethink message display in lower left corner 35- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
29- cairo/win32 looks like shit (premultiplied alpha bug?) 36- playerbook/skills should have sensible tooltips with skill descriptions
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- NPC dialog box should have close button which finishes the dialog
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 support mb4/mb5 on selected widgets to facilitate scrolling
44 (inventory, spell list, messge log...) => marc
45- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
46- but fullscreen => minimize (alt-esc) => no way to go back [windows]
47- spell list => scroll down => "Pickup" => scrollbar not updated
48- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier?
50- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
51
52post-1.0:
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 53- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit) 54 (after starting, press quit)
32- flopper/menu imrpovement: 55- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
33 * things that are menus should act more like menus 56- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
34- better focus management: put focus onto active windows, remove it again later 57 affect neighbouring visible pixels (border bleeding).
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 58- examine etc., should use extendeddrawinfo or sth. similar
36- enter runmode when cursor-key repeats (maybe not?) 59- player list from server for tell etc. commands
37- mapmap (overview) - scroll visible area by clicking/dragging 60- save only dirty cached maps, and save dirty maps != current map
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 61- look into extendedmapinfo
39- maybe move window managing functionality into toplevel
40- better window management (graphical feedback)
41- the player weight somehow updates strangely when dropping/picking up
42
43low priority:
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45- completer should know more about arguments, e.g. cast summon pet monster, 62- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all"). 63 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 64- sliders do not change size after reconfigure.
48- alt+cursor == diagonal 65- enter runmode when cursor-key repeats (maybe not?)
49- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map
51- inventory update must be incremental (too slow) (really? check)
52- try to synchronize local animation speed with server updates to save on screen refreshes.
53- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 66- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
57- performance: use texture collections for upstream server data instead if gobs 67- performance: use texture collections for upstream server data instead if gobs
58 of small textures. 68 of small textures.
59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
60 affect neighbouring visible pixels (border bleeding).
61- pango fontsize measure and decrease to achieve real pixel height
62 69
63TEMPORARY SERVER TODO: 70TEMPORARY SERVER TODO:
71- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
64- palyer peaceful setting should be independen of game peaceful setting 72- palyer peaceful setting should be independen of game peaceful setting
65 (i.e. one should be able to become hostile against guards but still 73 (i.e. one should be able to become hostile against guards but still
66 be peaceful - the palyer peaceful would be toggled by priests and shown 74 be peaceful - the palyer peaceful would be toggled by priests and shown
67 in who, the game peaceful steting would be toggled by the peaceful command 75 in who, the game peaceful steting would be toggled by the peaceful command
68 but not otherwise shown). 76 but not otherwise shown).
75 be an attack (mentioned before). You also get no exp for this 83 be an attack (mentioned before). You also get no exp for this
76- 10) (feature request): bug/typo/idea commands to automatically log 84- 10) (feature request): bug/typo/idea commands to automatically log
77 your comments, with the mentioning of the current map (and perhaps an 85 your comments, with the mentioning of the current map (and perhaps an
78 item, if you do 'bug <item>'). 86 item, if you do 'bug <item>').
79 87
88
89 #TODO#d# display texture cache
90 {
91 glEnable GL_TEXTURE_2D;
92 glBindTexture GL_TEXTURE_2D, 41;
93 glColor 1, 1, 1, 1;
94 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
95 glEnable GL_BLEND;
96 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
97 glBegin GL_QUADS;
98 glTexCoord 0,1; glVertex 0,0;
99 glTexCoord 1,1; glVertex 255,0;
100 glTexCoord 1,0; glVertex 255,255;
101 glTexCoord 0,0; glVertex 0,255;
102 glEnd;
103 glDisable GL_BLEND;
104 glDisable GL_TEXTURE_2D;
105 }
106
80set_face 4783 => 70 107set_face 4783 => 70
81libpng warning: Ignoring gAMA chunk with gamma=0 108libpng warning: Ignoring gAMA chunk with gamma=0
82allocating id 71 109allocating id 71
83OK 110OK
84set_face 4782 => 71 111set_face 4782 => 71
90allocating id 73 117allocating id 73
91OK 118OK
92set_face 4784 => 73 119set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 120libpng warning: Ignoring gAMA chunk with gamma=0
94 121
122 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.
123 /*first pass*/
124 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 if (premultpliedTransparency)
127 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
128 else
129 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
130 /*render the object here*/
131
132 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:
133 /*second pass*/
134 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
135 glDepthMask(FALSE); /*disable Z buffer*/
136 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
137 /*render the object with alpha replaced with 1-a*/
138
139 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:
140 /*third pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(TRUE); /*enable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1*/
145
146

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