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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.118 by root, Sat Jun 3 23:47:46 2006 UTC vs.
Revision 1.260 by root, Sun Jul 15 21:02:20 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- improve smoothing implementation to be cleaner and more efficient.
712:17 <@schmorp> will have to do that for gce too 9- make smoothing a separate setting, or depend on fast&ugly.
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: login host widget not updated correctly. 11- automccompleter should vanish when its losing focus
12- IMPORTANT: invite (and maybe others) _need_ to be documented 12- allow inventory window to be stacked vertically, maybe?
13- IMPORTANT: message log window often loses contents after refreshes/res switches 13- ganondorf wants the complete to grow, never shrink
14 (m,aybe not, maybe after loging out and in again?) 14- keypad-enter does not do the same as return in text entries
15- IMPORTANT: toplevel geometry is not respected on moves.
16- IMPORTANT: statusbox update timer
17- IMPORTANT: statusbox tooltip must not go away on updates
18- IMPORTANT: history for completer (cursor-up)
19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
20- IMPORTANT: stats window looks like shit initially (widget allocation?)
21 15
22- binding window and editor layout broken for long recordings 16- ice in /whalingoutpost/misc/castle1
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 17 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
24- minor: skill list which shows XP and lets u bind stuff 18- PANGO: create upstream-patch for inclusion into pango
19- SERVER: document ext/mapinfo and cfplus.ext
20- SERVER: memleak like hell: probably event-related? (probably not real)
21- LONG-TERM: party member health etc. status (needs player list, then trivial)
22- LONG-TERM: map landmark labels
23- LONG-TERM: player on map name
25 24
25- player speed is only shown as current, not unencumbered max as in gcfclient
26- IMPORTANT: stats during item creation == crash? (reported by Grak)
27- IMPORTANT: server-protocol/upgrade etc.
28- IMPORTANT: good installation instructions/problem faq.
29- IMPORTANT: database creation parameters borked - fix and find upgrad epath
30- FEATURE: beside the floorbox, have a recent inventory items box
31- fix the pod referencing - L<glossary/space> does not get you anywhere.
32 * possibly look into auto-marking (wiki-style) certain key sequences.
33
26should be solved/investitaged before release: 34should be solved/investigated before 1.0 release:
27- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 35- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
28 and add column titles (also for other tables like inventory and bindings) 36- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
29- log messages received and commands sent to ~/.crossfire/log.$ip 37- when in history "mode", completer cannot access completions at all
30- the binding editor should have a append-record mode or something like that 38- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
31- rethink message display in lower left corner 39- offer common options such as use_skill sense xxx etc. in inventory via menu?
32- cairo/win32 looks like shit (premultiplied alpha bug?) 40- buttons should support hovering visually
41- notebooks should provide visual feedback (support from button class?)
42- floorbox out-of-screen after resizing (schmorp)
43- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
44- playerbook/skills should have sensible tooltips with skill descriptions
45- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
46- mapmap (overview) - scroll visible area by clicking/dragging
47- binding window and editor layout broken for long recordings => use scroller
48- maybe open the help viewer on the first start, or a simple dialog that
49 initially lists keybidings for gcfclient converts.
50- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
51- what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier?
53
54post-1.0:
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 55- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit) 56 (after starting, press quit)
35- better focus management: put focus onto active windows, remove it again later 57- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
37- enter runmode when cursor-key repeats (maybe not?) 59 affect neighbouring visible pixels (border bleeding).
38- mapmap (overview) - scroll visible area by clicking/dragging 60- examine etc., should use extendeddrawinfo or sth. similar
39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 61- player list from server for tell etc. commands
40- maybe move window managing functionality into toplevel 62- save only dirty cached maps, and save dirty maps != current map
41- better window management (graphical feedback) 63- look into extendedmapinfo
42- the player weight somehow updates strangely when dropping/picking up
43
44low priority:
45- win32, fow_tetxure sometimes nukes other textures
46 (mostly fixed, but still there: displays list and texture uploads do not go well together)
47- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
48- completer should know more about arguments, e.g. cast summon pet monster, 64- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all"). 65 or that some commands do not take arguments ("drop all").
50- textview should not snap to bottom on resize. 66- sliders do not change size after reconfigure.
51- alt+cursor == diagonal 67- enter runmode when cursor-key repeats (maybe not?)
52- look into extendedmapinfo
53- save only dirty cached maps, and save dirty maps != current map
54- try to synchronize local animation speed with server updates to save on screen refreshes.
55- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar
57- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 68- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
59- performance: use texture collections for upstream server data instead if gobs 69- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 70 of small textures.
61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 71- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
62 affect neighbouring visible pixels (border bleeding).
63- pango fontsize measure and decrease to achieve real pixel height
64 72
65TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
66- palyer peaceful setting should be independen of game peaceful setting 75- palyer peaceful setting should be independen of game peaceful setting
67 (i.e. one should be able to become hostile against guards but still 76 (i.e. one should be able to become hostile against guards but still
68 be peaceful - the palyer peaceful would be toggled by priests and shown 77 be peaceful - the palyer peaceful would be toggled by priests and shown
69 in who, the game peaceful steting would be toggled by the peaceful command 78 in who, the game peaceful steting would be toggled by the peaceful command
70 but not otherwise shown). 79 but not otherwise shown).
71- pippij wants playerstealing to work between hostile players
72- attempt_jump tries to kick jumped-into monster,s but doesn't work 80- attempt_jump tries to kick jumped-into monster,s but doesn't work
73- 1) If you hide, and someone can see you trying to hide, you'll get a 81- 1) If you hide, and someone can see you trying to hide, you'll get a
74 message, even when you can't see that other person. 82 message, even when you can't see that other person.
75- 2) hiding exp is always 1, independant of how difficult it is to hide 83- 2) hiding exp is always 1, independant of how difficult it is to hide
76- 3) jumping into monsters does no damage, even though it's supposed to 84- 3) jumping into monsters does no damage, even though it's supposed to
77 be an attack (mentioned before). You also get no exp for this 85 be an attack (mentioned before). You also get no exp for this
78- 10) (feature request): bug/typo/idea commands to automatically log 86- 10) (feature request): bug/typo/idea commands to automatically log
79 your comments, with the mentioning of the current map (and perhaps an 87 your comments, with the mentioning of the current map (and perhaps an
80 item, if you do 'bug <item>'). 88 item, if you do 'bug <item>').
81 89
82set_face 4783 => 70
83libpng warning: Ignoring gAMA chunk with gamma=0
84allocating id 71
85OK
86set_face 4782 => 71
87libpng warning: Ignoring gAMA chunk with gamma=0
88allocating id 72
89OK
90set_face 4781 => 72
91libpng warning: Ignoring gAMA chunk with gamma=0
92allocating id 73
93OK
94set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0
96 90
91 #TODO#d# display texture cache
92 {
93 glEnable GL_TEXTURE_2D;
94 glBindTexture GL_TEXTURE_2D, 41;
95 glColor 1, 1, 1, 1;
96 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
97 glEnable GL_BLEND;
98 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
99 glBegin GL_QUADS;
100 glTexCoord 0,1; glVertex 0,0;
101 glTexCoord 1,1; glVertex 255,0;
102 glTexCoord 1,0; glVertex 255,255;
103 glTexCoord 0,0; glVertex 0,255;
104 glEnd;
105 glDisable GL_BLEND;
106 glDisable GL_TEXTURE_2D;
107 }
108
109 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.
110 /*first pass*/
111 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 if (premultpliedTransparency)
114 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
115 else
116 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
117 /*render the object here*/
118
119 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:
120 /*second pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1-a*/
125
126 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:
127 /*third pass*/
128 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
129 glDepthMask(TRUE); /*enable Z buffer*/
130 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
131 /*render the object with alpha replaced with 1*/
132
133

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