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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.115 by root, Sat Jun 3 02:32:34 2006 UTC vs.
Revision 1.256 by root, Tue Mar 13 01:19:33 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- display opengl renderer for troubleshooting
712:17 <@schmorp> will have to do that for gce too 9- automccompleter should vanish when its losing focus
812:17 <@schmorp> remind me of it 10- allow inventory window to be stacked vertically, maybe?
912:17 <@schmorp> qwhen i next bundle it 11- ganondorf wants the complete to grow, never shrink
12- keypad-enter does not do the same as return in text entries
10 13
11- IMPORTANT: put setup subwindows into a scrolled viewport (and rmeove sorlling from spell list). 14- ice in /whalingoutpost/misc/castle1
12- IMPORTANT: invite (and maybe others) _need_ to be documented 15 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13- IMPORTANT: move most everything into Setup-dialog with subdialogs. 16- PANGO: create upstream-patch for inclusion into pango
14- IMPORTANT: save map shift in config. 17- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: message log window often loses contents after refreshes/res switches 18- SERVER: memleak like hell: probably event-related? (probably not real)
16 (m,aybe not, maybe after loging out and in again?) 19- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- IMPORTANT: toplevel geometry is not respected on moves. 20- LONG-TERM: map landmark labels
18- IMPORTANT: learning spells does not make them show up automatically in the completer? 21- LONG-TERM: player on map name
19- IMPORTANT: statusbox update timer
20- IMPORTANT: statusbox tooltip must not go away on updates
21- IMPORTANT: history for completer (cursor-up)
22- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
23- IMPORTANT:_ map feedback... e.g. when clicking on it
24- IMPORTANT: stats window looks like shit initially (widget allocation?)
25 22
26- binding window and editor layout broken for long recordings 23- player speed is only shown as current, not unencumbered max as in gcfclient
27- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 24- IMPORTANT: stats during item creation == crash? (reported by Grak)
28- minor: skill list which shows XP and lets u bind stuff 25- IMPORTANT: server-protocol/upgrade etc.
26- IMPORTANT: good installation instructions/problem faq.
27- IMPORTANT: database creation parameters borked - fix and find upgrad epath
28- FEATURE: beside the floorbox, have a recent inventory items box
29- fix the pod referencing - L<glossary/space> does not get you anywhere.
30 * possibly look into auto-marking (wiki-style) certain key sequences.
29 31
30should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
31- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32 and add column titles (also for other tables like inventory and bindings) 34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- log messages received and commands sent to ~/.crossfire/log.$ip 35- when in history "mode", completer cannot access completions at all
34- the binding editor should have a append-record mode or something like that 36- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35- rethink message display in lower left corner 37- offer common options such as use_skill sense xxx etc. in inventory via menu?
36- cairo/win32 looks like shit (premultiplied alpha bug?) 38- buttons should support hovering visually
39- notebooks should provide visual feedback (support from button class?)
40- floorbox out-of-screen after resizing (schmorp)
41- identify inventory hover slowness and fix it (schmorp)
42- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
43- playerbook/skills should have sensible tooltips with skill descriptions
44- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
45- mapmap (overview) - scroll visible area by clicking/dragging
46- binding window and editor layout broken for long recordings => use scroller
47- maybe open the help viewer on the first start, or a simple dialog that
48 initially lists keybidings for gcfclient converts.
49- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
52
53post-1.0:
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 54- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit) 55 (after starting, press quit)
39- flopper/menu imrpovement: 56- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
40 * things that are menus should act more like menus 57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41- better focus management: put focus onto active windows, remove it again later 58 affect neighbouring visible pixels (border bleeding).
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 59- examine etc., should use extendeddrawinfo or sth. similar
43- enter runmode when cursor-key repeats (maybe not?) 60- player list from server for tell etc. commands
44- mapmap (overview) - scroll visible area by clicking/dragging 61- save only dirty cached maps, and save dirty maps != current map
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 62- look into extendedmapinfo
46- maybe move window managing functionality into toplevel
47- better window management (graphical feedback)
48- the player weight somehow updates strangely when dropping/picking up
49
50low priority:
51- win32, fow_tetxure sometimes nukes other textures
52 (mostly fixed, but still there: displays list and texture uploads do not go well together)
53- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
54- completer should know more about arguments, e.g. cast summon pet monster, 63- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all"). 64 or that some commands do not take arguments ("drop all").
56- textview should not snap to bottom on resize. 65- sliders do not change size after reconfigure.
57- alt+cursor == diagonal 66- enter runmode when cursor-key repeats (maybe not?)
58- look into extendedmapinfo
59- save only dirty cached maps, and save dirty maps != current map
60- inventory update must be incremental (too slow) (really? check)
61- try to synchronize local animation speed with server updates to save on screen refreshes.
62- player list from server for tell etc. commands
63- examine etc., should use extendeddrawinfo or sth. similar
64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
66- performance: use texture collections for upstream server data instead if gobs 68- performance: use texture collections for upstream server data instead if gobs
67 of small textures. 69 of small textures.
68- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 70- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
69 affect neighbouring visible pixels (border bleeding).
70- pango fontsize measure and decrease to achieve real pixel height
71 71
72TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
73- palyer peaceful setting should be independen of game peaceful setting 74- palyer peaceful setting should be independen of game peaceful setting
74 (i.e. one should be able to become hostile against guards but still 75 (i.e. one should be able to become hostile against guards but still
75 be peaceful - the palyer peaceful would be toggled by priests and shown 76 be peaceful - the palyer peaceful would be toggled by priests and shown
76 in who, the game peaceful steting would be toggled by the peaceful command 77 in who, the game peaceful steting would be toggled by the peaceful command
77 but not otherwise shown). 78 but not otherwise shown).
78- pippij wants playerstealing to work between hostile players
79- attempt_jump tries to kick jumped-into monster,s but doesn't work 79- attempt_jump tries to kick jumped-into monster,s but doesn't work
80- 1) If you hide, and someone can see you trying to hide, you'll get a 80- 1) If you hide, and someone can see you trying to hide, you'll get a
81 message, even when you can't see that other person. 81 message, even when you can't see that other person.
82- 2) hiding exp is always 1, independant of how difficult it is to hide 82- 2) hiding exp is always 1, independant of how difficult it is to hide
83- 3) jumping into monsters does no damage, even though it's supposed to 83- 3) jumping into monsters does no damage, even though it's supposed to
84 be an attack (mentioned before). You also get no exp for this 84 be an attack (mentioned before). You also get no exp for this
85- 10) (feature request): bug/typo/idea commands to automatically log 85- 10) (feature request): bug/typo/idea commands to automatically log
86 your comments, with the mentioning of the current map (and perhaps an 86 your comments, with the mentioning of the current map (and perhaps an
87 item, if you do 'bug <item>'). 87 item, if you do 'bug <item>').
88 88
89set_face 4783 => 70
90libpng warning: Ignoring gAMA chunk with gamma=0
91allocating id 71
92OK
93set_face 4782 => 71
94libpng warning: Ignoring gAMA chunk with gamma=0
95allocating id 72
96OK
97set_face 4781 => 72
98libpng warning: Ignoring gAMA chunk with gamma=0
99allocating id 73
100OK
101set_face 4784 => 73
102libpng warning: Ignoring gAMA chunk with gamma=0
103 89
90 #TODO#d# display texture cache
91 {
92 glEnable GL_TEXTURE_2D;
93 glBindTexture GL_TEXTURE_2D, 41;
94 glColor 1, 1, 1, 1;
95 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
96 glEnable GL_BLEND;
97 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
98 glBegin GL_QUADS;
99 glTexCoord 0,1; glVertex 0,0;
100 glTexCoord 1,1; glVertex 255,0;
101 glTexCoord 1,0; glVertex 255,255;
102 glTexCoord 0,0; glVertex 0,255;
103 glEnd;
104 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D;
106 }
107
108 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.
109 /*first pass*/
110 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 if (premultpliedTransparency)
113 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
114 else
115 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
116 /*render the object here*/
117
118 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:
119 /*second pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1-a*/
124
125 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:
126 /*third pass*/
127 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
128 glDepthMask(TRUE); /*enable Z buffer*/
129 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
130 /*render the object with alpha replaced with 1*/
131
132

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