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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.108 by root, Fri Jun 2 02:21:48 2006 UTC vs.
Revision 1.248 by root, Sun Dec 3 01:03:49 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- PANGO: create upstream-patch for inclusion into pango
712:17 <@schmorp> will have to do that for gce too 7- SERVER: document ext/mapinfo and cfplus.ext
812:17 <@schmorp> remind me of it 8- SERVER: memleak like hell: probably event-related? (probably not real)
912:17 <@schmorp> qwhen i next bundle it 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name
10 12
11- IMPORTANT: where did the window titles go, damnit? 13- IMPORTANT: stats during item creation == crash? (reported by Grak)
12- IMPORTANT: message log window often loses contents after refreshes/res switches 14- IMPORTANT: server-protocol/upgrade etc.
13 (m,aybe not, maybe after loging out and in again?) 15- IMPORTANT: good installation instructions/problem faq.
14- IMPORTANT: toplevel geometry is not respected on moves. 16- IMPORTANT: database creation parameters borked - fix and find upgrad epath
15- IMPORTANT: learning spells does not make them show up automatically in the completer? 17- FEATURE: beside the floorbox, have a recent inventory items box
16- IMPORTANT: statusbox update timer 18- fix the pod referencing - L<glossary/space> does not get you anywhere.
17- IMPORTANT: statusbox tooltip must not go away on updates 19 * possibly look into auto-marking (wiki-style) certain key sequences.
18- IMPORTANT: history for completer (cursor-up)
19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
20- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
21 (mostly fixed, but still there: displays list and texture uploads do not go well together)
22- IMPORTANT:_ map feedback... e.g. when clicking on it
23- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
24 (remaining things to do: testing, seems not to work reliably?)
25 20
26should be solved/investitaged before release: 21should be solved/investigated before 1.0 release:
27- log messages received and commands sent to ~/.crossfire/log.$ip 22- 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 23- (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 24- when in history "mode", completer cannot access completions at all
30- cairo/win32 looks like shit (premultiplied alpha bug?) 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:
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 43- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 44 (after starting, press quit)
33- flopper/menu imrpovement: 45- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
34 * things that are menus should act more like menus 46- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35- better focus management: put focus onto active windows, remove it again later 47 affect neighbouring visible pixels (border bleeding).
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 48- examine etc., should use extendeddrawinfo or sth. similar
37- enter runmode when cursor-key repeats (maybe not?) 49- player list from server for tell etc. commands
38- mapmap (overview) - scroll visible area by clicking/dragging 50- save only dirty cached maps, and save dirty maps != current map
39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 51- look into extendedmapinfo
40- maybe move window managing functionality into toplevel
41- better window management (graphical feedback)
42- the player weight somehow updates strangely when dropping/picking up
43
44low priority:
45- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
46- completer should know more about arguments, e.g. cast summon pet monster, 52- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 53 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 54- sliders do not change size after reconfigure.
49- alt+cursor == diagonal 55- enter runmode when cursor-key repeats (maybe not?)
50- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map
52- inventory update must be incremental (too slow) (really? check)
53- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
57- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
58- performance: use texture collections for upstream server data instead if gobs 57- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 58 of small textures.
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 59- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
61 affect neighbouring visible pixels (border bleeding).
62- pango fontsize measure and decrease to achieve real pixel height
63 60
64TEMPORARY SERVER TODO: 61TEMPORARY SERVER TODO:
62- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
65- palyer peaceful setting should be independen of game peaceful setting 63- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still 64 (i.e. one should be able to become hostile against guards but still
67 be peaceful - the palyer peaceful would be toggled by priests and shown 65 be peaceful - the palyer peaceful would be toggled by priests and shown
68 in who, the game peaceful steting would be toggled by the peaceful command 66 in who, the game peaceful steting would be toggled by the peaceful command
69 but not otherwise shown). 67 but not otherwise shown).
70- pippij wants playerstealing to work between hostile players
71- attempt_jump tries to kick jumped-into monster,s but doesn't work 68- attempt_jump tries to kick jumped-into monster,s but doesn't work
72- 1) If you hide, and someone can see you trying to hide, you'll get a 69- 1) If you hide, and someone can see you trying to hide, you'll get a
73 message, even when you can't see that other person. 70 message, even when you can't see that other person.
74- 2) hiding exp is always 1, independant of how difficult it is to hide 71- 2) hiding exp is always 1, independant of how difficult it is to hide
75- 3) jumping into monsters does no damage, even though it's supposed to 72- 3) jumping into monsters does no damage, even though it's supposed to
76 be an attack (mentioned before). You also get no exp for this 73 be an attack (mentioned before). You also get no exp for this
77- 10) (feature request): bug/typo/idea commands to automatically log 74- 10) (feature request): bug/typo/idea commands to automatically log
78 your comments, with the mentioning of the current map (and perhaps an 75 your comments, with the mentioning of the current map (and perhaps an
79 item, if you do 'bug <item>'). 76 item, if you do 'bug <item>').
80 77
81set_face 4783 => 70
82libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 71
84OK
85set_face 4782 => 71
86libpng warning: Ignoring gAMA chunk with gamma=0
87allocating id 72
88OK
89set_face 4781 => 72
90libpng warning: Ignoring gAMA chunk with gamma=0
91allocating id 73
92OK
93set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0
95 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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