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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.120 by root, Sun Jun 4 00:21:51 2006 UTC vs.
Revision 1.249 by root, Sat Dec 9 02:21:25 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- EXTREMELY IMPORTANT
712:17 <@schmorp> will have to do that for gce too 7- PANGO: crashes when "xxx ""\n" in buffer and insrets return at "" with:
812:17 <@schmorp> remind me of it 8 Pango-ERROR **: file /build/buildd/pango1.0-1.14.7/./pango/pango-layout.c: line 1824 (pango_layout_line_get_char_direction): should not be reached
912:17 <@schmorp> qwhen i next bundle it
10 9
11- IMPORTANT: message log window often loses contents after refreshes/res switches 10- PANGO: create upstream-patch for inclusion into pango
12 (m,aybe not, maybe after loging out and in again?) 11- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: statusbox update timer 12- SERVER: memleak like hell: probably event-related? (probably not real)
14- IMPORTANT: statusbox tooltip must not go away on updates 13- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- IMPORTANT: history for completer (cursor-up) 14- LONG-TERM: map landmark labels
16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 15- LONG-TERM: player on map name
17- IMPORTANT: stats window looks like shit initially (widget allocation?)
18 16
19- binding window and editor layout broken for long recordings 17- IMPORTANT: stats during item creation == crash? (reported by Grak)
20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 18- IMPORTANT: server-protocol/upgrade etc.
21- minor: skill list which shows XP and lets u bind stuff 19- IMPORTANT: good installation instructions/problem faq.
20- IMPORTANT: database creation parameters borked - fix and find upgrad epath
21- FEATURE: beside the floorbox, have a recent inventory items box
22- fix the pod referencing - L<glossary/space> does not get you anywhere.
23 * possibly look into auto-marking (wiki-style) certain key sequences.
22 24
23should be solved/investitaged before release: 25should be solved/investigated before 1.0 release:
24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
25 and add column titles (also for other tables like inventory and bindings) 27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
26- log messages received and commands sent to ~/.crossfire/log.$ip 28- when in history "mode", completer cannot access completions at all
27- the binding editor should have a append-record mode or something like that 29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
28- rethink message display in lower left corner 30- offer common options such as use_skill sense xxx etc. in inventory via menu?
29- cairo/win32 looks like shit (premultiplied alpha bug?) 31- buttons should support hovering visually
32- notebooks should provide visual feedback (support from button class?)
33- floorbox out-of-screen after resizing (schmorp)
34- identify inventory hover slowness and fix it (schmorp)
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
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- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- what happened to the dialog being shown when modifiers are pressed, showing
44 keybindings for this modifier?
45
46post-1.0:
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit) 48 (after starting, press quit)
32- better focus management: put focus onto active windows, remove it again later 49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 50- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
34- enter runmode when cursor-key repeats (maybe not?) 51 affect neighbouring visible pixels (border bleeding).
35- mapmap (overview) - scroll visible area by clicking/dragging 52- examine etc., should use extendeddrawinfo or sth. similar
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 53- player list from server for tell etc. commands
37- maybe move window managing functionality into toplevel 54- save only dirty cached maps, and save dirty maps != current map
38- better window management (graphical feedback) 55- look into extendedmapinfo
39- the player weight somehow updates strangely when dropping/picking up
40
41low priority:
42- win32, fow_tetxure sometimes nukes other textures
43 (mostly fixed, but still there: displays list and texture uploads do not go well together)
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, 56- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all"). 57 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 58- sliders do not change size after reconfigure.
48- alt+cursor == diagonal 59- 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- try to synchronize local animation speed with server updates to save on screen refreshes.
52- player list from server for tell etc. commands
53- examine etc., should use extendeddrawinfo or sth. similar
54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
57 of small textures. 62 of small textures.
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 63- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
59 affect neighbouring visible pixels (border bleeding).
60- pango fontsize measure and decrease to achieve real pixel height
61 64
62TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
63- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still 68 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown 69 be peaceful - the palyer peaceful would be toggled by priests and shown
66 in who, the game peaceful steting would be toggled by the peaceful command 70 in who, the game peaceful steting would be toggled by the peaceful command
67 but not otherwise shown). 71 but not otherwise shown).
68- pippij wants playerstealing to work between hostile players
69- attempt_jump tries to kick jumped-into monster,s but doesn't work 72- attempt_jump tries to kick jumped-into monster,s but doesn't work
70- 1) If you hide, and someone can see you trying to hide, you'll get a 73- 1) If you hide, and someone can see you trying to hide, you'll get a
71 message, even when you can't see that other person. 74 message, even when you can't see that other person.
72- 2) hiding exp is always 1, independant of how difficult it is to hide 75- 2) hiding exp is always 1, independant of how difficult it is to hide
73- 3) jumping into monsters does no damage, even though it's supposed to 76- 3) jumping into monsters does no damage, even though it's supposed to
74 be an attack (mentioned before). You also get no exp for this 77 be an attack (mentioned before). You also get no exp for this
75- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
76 your comments, with the mentioning of the current map (and perhaps an 79 your comments, with the mentioning of the current map (and perhaps an
77 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
78 81
79set_face 4783 => 70
80libpng warning: Ignoring gAMA chunk with gamma=0
81allocating id 71
82OK
83set_face 4782 => 71
84libpng warning: Ignoring gAMA chunk with gamma=0
85allocating id 72
86OK
87set_face 4781 => 72
88libpng warning: Ignoring gAMA chunk with gamma=0
89allocating id 73
90OK
91set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0
93 82
83 #TODO#d# display texture cache
84 {
85 glEnable GL_TEXTURE_2D;
86 glBindTexture GL_TEXTURE_2D, 41;
87 glColor 1, 1, 1, 1;
88 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
89 glEnable GL_BLEND;
90 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
91 glBegin GL_QUADS;
92 glTexCoord 0,1; glVertex 0,0;
93 glTexCoord 1,1; glVertex 255,0;
94 glTexCoord 1,0; glVertex 255,255;
95 glTexCoord 0,0; glVertex 0,255;
96 glEnd;
97 glDisable GL_BLEND;
98 glDisable GL_TEXTURE_2D;
99 }
100
101 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.
102 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 if (premultpliedTransparency)
106 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
107 else
108 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
109 /*render the object here*/
110
111 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:
112 /*second pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1-a*/
117
118 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:
119 /*third pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(TRUE); /*enable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1*/
124
125

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