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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.72 by root, Tue May 23 00:31:28 2006 UTC vs.
Revision 1.228 by elmex, Mon Jul 31 20:40:26 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 11- <tt> not working on windows ?!
12 (maybe also for floorbox) 12- PANGO: create upstream-patch for inclusion into pango
13- IMPORTANT: quit-button, somewhere! 13- SERVER: on shtudown: wanted to save map with player => map not being saved?
14 * dialog, der warnt ein savebed aufzusuchen. 14- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15- SERVER: memleak like hell: probably event-related?
16- IMPORTANT: lose/regain mapping might clear messgae log
17 (maybe this happens when its being updated when the window isn't mapped => no
18 window context?)
19 (this might be fixed now, watch out for it)
20- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
23- IMPORTANT: '.' in map should repeat last command
24- important: center and improve dialogs (create cFClient::UI::Dialog)
25- IMPORTANT: user interface (window positions etc.) should be saved, but
26 b) widget layout is nontrivial as to not obscure map
27 c) need better way to center map then middle-button, maybe map overview
28 (but updates will be slow UPDATE updates are not at all slow).
29- IMPORTANT: verify and correct connection-dependent texture management
30- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
31- IMPORTANT: message log slider goes too far down.
32- IMPORTANT: focus mapwidget on login
33- IMPORTANT: font reconfigure works very badly.
34 16
17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
18- skill book - tooltips with description (schmorp)
19- IMPORTANT: server-protocol/upgrade etc.
20- IMPORTANT: good installation instructions/problem faq.
21
35should be solved/investitaged before release: 22should be solved/investigated before 1.0 release:
36- many sliders should have labels attached. 23- offer common options such as use_skill sense xxx etc. in inventory via menu?
37- widgets need to know about their visibility. the inventory 24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
38 completely redraws itself on every animation change, even when its not visible. 25- buttons should support hovering visually
39- cairo/win32 looks like shit (premultiplied alpha bug?) 26- notebooks should provide visual feedback (support from button class?)
27- floorbox out-of-screen after resizing (schmorp)
28- identify inventory hover slowness and fix it (schmorp)
29- use more graphical frames/separators to make dialogs more eye-pleasing/clean
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
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- NPC dialog box should have close button which finishes the dialog
35- mapmap (overview) - scroll visible area by clicking/dragging
36- binding window and editor layout broken for long recordings => use scroller
37- maybe open the help viewer on the first start, or a simple dialog that
38 initially lists keybidings for gcfclient converts.
39- maybe support mb4/mb5 on selected widgets to facilitate scrolling
40 (inventory, spell list, messge log...) => marc
41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
42- but fullscreen => minimize (alt-esc) => no way to go back [windows]
43- spell list => scroll down => "Pickup" => scrollbar not updated
44- what happened to the dialog being shown when modifiers are pressed, showing
45 keybindings for this modifier?
46- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
47
48post-1.0:
40- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 49- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
41 (after starting, pressing login with connection refused, then close window) 50 (after starting, press quit)
42- flopper/menu imrpovement: 51- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
43 * things that are menus should act more like menus 52- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
44 * inmventory etc. should fade-in automatically when used 53 affect neighbouring visible pixels (border bleeding).
45- add menu itemds for inventory items: mark/inscribe etc. 54- examine etc., should use extendeddrawinfo or sth. similar
46- remove wrap_mode hack from texture and make it a per-texture operation 55- player list from server for tell etc. commands
47- enter runmode when cursor-key repeats 56- save only dirty cached maps, and save dirty maps != current map
48- mapmap (overview) - scroll visible area by clicking/dragging
49- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
50- maybe move window managing functionality into toplevel
51- better window management (graphical feedback)
52
53low priority:
54- look into extendedmapinfo 57- look into extendedmapinfo
55- save only dirty cached maps, and save dirty maps != current map 58- completer should know more about arguments, e.g. cast summon pet monster,
56- inventory update must be incremental (too slow) (really? check) 59 or that some commands do not take arguments ("drop all").
57- try to synchronize local animation speed with server updates to save on screen refreshes. 60- sliders do not change size after reconfigure.
58- player list from server for tell etc. commands 61- enter runmode when cursor-key repeats (maybe not?)
59- examine etc., should use extendeddrawinfo or sth. similar
60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
61- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
62- performance: use texture collections for upstream server data instead if gobs 63- performance: use texture collections for upstream server data instead if gobs
63 of small textures. 64 of small textures.
64- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
65 affect neighbouring visible pixels (border bleeding).
66- pango fontsize measure and decrease to achieve real pixel height
67 65
68TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
69- palyer peaceful setting should be independen of game peaceful setting 68- palyer peaceful setting should be independen of game peaceful setting
70 (i.e. one should be able to become hostile against guards but still 69 (i.e. one should be able to become hostile against guards but still
71 be peaceful - the palyer peaceful would be toggled by priests and shown 70 be peaceful - the palyer peaceful would be toggled by priests and shown
72 in who, the game peaceful steting would be toggled by the peaceful command 71 in who, the game peaceful steting would be toggled by the peaceful command
73 but not otherwise shown). 72 but not otherwise shown).
80 be an attack (mentioned before). You also get no exp for this 79 be an attack (mentioned before). You also get no exp for this
81- 10) (feature request): bug/typo/idea commands to automatically log 80- 10) (feature request): bug/typo/idea commands to automatically log
82 your comments, with the mentioning of the current map (and perhaps an 81 your comments, with the mentioning of the current map (and perhaps an
83 item, if you do 'bug <item>'). 82 item, if you do 'bug <item>').
84 83
84
85 #TODO#d# display texture cache
86 {
87 glEnable GL_TEXTURE_2D;
88 glBindTexture GL_TEXTURE_2D, 41;
89 glColor 1, 1, 1, 1;
90 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
91 glEnable GL_BLEND;
92 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
93 glBegin GL_QUADS;
94 glTexCoord 0,1; glVertex 0,0;
95 glTexCoord 1,1; glVertex 255,0;
96 glTexCoord 1,0; glVertex 255,255;
97 glTexCoord 0,0; glVertex 0,255;
98 glEnd;
99 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D;
101 }
102
85set_face 4783 => 70 103set_face 4783 => 70
86libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
87allocating id 71 105allocating id 71
88OK 106OK
89set_face 4782 => 71 107set_face 4782 => 71
95allocating id 73 113allocating id 73
96OK 114OK
97set_face 4784 => 73 115set_face 4784 => 73
98libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
99 117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142

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