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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.85 by root, Thu May 25 03:48:03 2006 UTC vs.
Revision 1.224 by root, Sat Jul 29 16:02:53 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: investigate apply problem (neither space nor completer could apply anymore) 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: learning spells does not make them show up automatically in the completer? 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- IMPORTANT: widget resizing works badly (sometiems not, like fountain 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14 in inventory view, or inventory view tables or statusbox entries...) 14- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: statusbox update timer 15- SERVER: utf8-ify client-side messages
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: lose/regain mapping might clear messgae log
22 (maybe this happens when its being updated when the window isn't mapped => no
23 window context?)
24 (this might be fixed now, watch out for it)
25- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
26- IMPORTANT:_ map feedback... e.g. when clicking on it
27- IMPORTANT: user interface (window positions etc.) should be saved, but
28 b) widget layout is nontrivial as to not obscure map
29 c) need better way to center map then middle-button, maybe map overview
30 (but updates will be slow UPDATE updates are not at all slow).
31 16
17- REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is
18- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
19- skill book - tooltips with description and bind-to-key (schmorp)
20- IMPORTANT: server-protocol/upgrade etc.
21- IMPORTANT: good installation instructions/problem faq.
22
32should be solved/investitaged before release: 23should be solved/investigated before 1.0 release:
33- rethink message display in lower left corner 24- offer common options such as use_skill sense xxx etc. in inventory via menu?
34- auto-download of all faces from the server in the bg. 25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35- many sliders should have labels attached. 26- buttons should support hovering visually
36- widgets need to know about their visibility. the inventory 27- notebooks should provide visual feedback (support from button class?)
37 completely redraws itself on every animation change, even when its not visible. 28- floorbox out-of-screen after resizing (schmorp)
38- cairo/win32 looks like shit (premultiplied alpha bug?) 29- identify inventory hover slowness and fix it (schmorp)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean
31- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
33- playerbook/skills should have sensible tooltips with skill descriptions
34- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
35- NPC dialog box should have close button which finishes the dialog
36- mapmap (overview) - scroll visible area by clicking/dragging
37- binding window and editor layout broken for long recordings => use scroller
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
40- maybe support mb4/mb5 on selected widgets to facilitate scrolling
41 (inventory, spell list, messge log...) => marc
42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- but fullscreen => minimize (alt-esc) => no way to go back [windows]
44- spell list => scroll down => "Pickup" => scrollbar not updated
45- what happened to the dialog being shown when modifiers are pressed, showing
46 keybindings for this modifier?
47- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
48
49post-1.0:
39- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 50- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
40 (after starting, press quit) 51 (after starting, press quit)
41- flopper/menu imrpovement: 52- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
42 * things that are menus should act more like menus 53- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
43 * inmventory etc. should fade-in automatically when used 54 affect neighbouring visible pixels (border bleeding).
44- add menu itemds for inventory items: mark/inscribe etc. 55- examine etc., should use extendeddrawinfo or sth. similar
45- remove wrap_mode hack from texture and make it a per-texture operation 56- player list from server for tell etc. commands
46- enter runmode when cursor-key repeats 57- save only dirty cached maps, and save dirty maps != current map
47- mapmap (overview) - scroll visible area by clicking/dragging
48- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
49- maybe move window managing functionality into toplevel
50- better window management (graphical feedback)
51
52low priority:
53- textview should not snap to bottom on resize.
54- alt+2cursor == diagonal
55- look into extendedmapinfo 58- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map 59- completer should know more about arguments, e.g. cast summon pet monster,
57- inventory update must be incremental (too slow) (really? check) 60 or that some commands do not take arguments ("drop all").
58- try to synchronize local animation speed with server updates to save on screen refreshes. 61- sliders do not change size after reconfigure.
59- player list from server for tell etc. commands 62- enter runmode when cursor-key repeats (maybe not?)
60- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 63- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
63- performance: use texture collections for upstream server data instead if gobs 64- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 65 of small textures.
65- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
66 affect neighbouring visible pixels (border bleeding).
67- pango fontsize measure and decrease to achieve real pixel height
68 66
69TEMPORARY SERVER TODO: 67TEMPORARY SERVER TODO:
68- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
70- palyer peaceful setting should be independen of game peaceful setting 69- palyer peaceful setting should be independen of game peaceful setting
71 (i.e. one should be able to become hostile against guards but still 70 (i.e. one should be able to become hostile against guards but still
72 be peaceful - the palyer peaceful would be toggled by priests and shown 71 be peaceful - the palyer peaceful would be toggled by priests and shown
73 in who, the game peaceful steting would be toggled by the peaceful command 72 in who, the game peaceful steting would be toggled by the peaceful command
74 but not otherwise shown). 73 but not otherwise shown).
81 be an attack (mentioned before). You also get no exp for this 80 be an attack (mentioned before). You also get no exp for this
82- 10) (feature request): bug/typo/idea commands to automatically log 81- 10) (feature request): bug/typo/idea commands to automatically log
83 your comments, with the mentioning of the current map (and perhaps an 82 your comments, with the mentioning of the current map (and perhaps an
84 item, if you do 'bug <item>'). 83 item, if you do 'bug <item>').
85 84
85
86 #TODO#d# display texture cache
87 {
88 glEnable GL_TEXTURE_2D;
89 glBindTexture GL_TEXTURE_2D, 41;
90 glColor 1, 1, 1, 1;
91 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
92 glEnable GL_BLEND;
93 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
94 glBegin GL_QUADS;
95 glTexCoord 0,1; glVertex 0,0;
96 glTexCoord 1,1; glVertex 255,0;
97 glTexCoord 1,0; glVertex 255,255;
98 glTexCoord 0,0; glVertex 0,255;
99 glEnd;
100 glDisable GL_BLEND;
101 glDisable GL_TEXTURE_2D;
102 }
103
86set_face 4783 => 70 104set_face 4783 => 70
87libpng warning: Ignoring gAMA chunk with gamma=0 105libpng warning: Ignoring gAMA chunk with gamma=0
88allocating id 71 106allocating id 71
89OK 107OK
90set_face 4782 => 71 108set_face 4782 => 71
96allocating id 73 114allocating id 73
97OK 115OK
98set_face 4784 => 73 116set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
100 118
119 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.
120 /*first pass*/
121 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 if (premultpliedTransparency)
124 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
125 else
126 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
127 /*render the object here*/
128
129 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:
130 /*second pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1-a*/
135
136 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:
137 /*third pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(TRUE); /*enable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1*/
142
143

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