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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.55 by root, Wed May 17 10:14:52 2006 UTC vs.
Revision 1.231 by root, Sun Aug 13 18:48:56 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: online documentation for the client (rig up a podviewer with textview) 11- PANGO: create upstream-patch for inclusion into pango
12- important: center and improve dialogs (create cFClient::UI::Dialog) 12- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 13- SERVER: memleak like hell: probably event-related?
14- IMPORTANT: inventory update must be incremental (too slow) (really? check) 14- LONG-TERM: party member health etc. status
15- IMPORTANT: user interface (window positions etc.) should be saved, but 15- LONG-TERM: map landmark labels
16 b) widget layout is nontrivial as to not obscure map 16- LONG-TERM: player on map name
17 c) need better way to center map then middle-button, maybe map overview 17- LONG-TERM: monster health-bars on map
18 (but updates will be slow UPDATE updates are not at all slow).
19- IMPORTANT: animate faces in inventory etc.
20- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
21- IMPORTANT: verify and correct connection-dependent texture management
22 18
19- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
20- skill book - tooltips with description (schmorp)
21- IMPORTANT: server-protocol/upgrade etc.
22- IMPORTANT: good installation instructions/problem faq.
23
23should be solved/investitaged before release: 24should be solved/investigated before 1.0 release:
25- when in history "mode", completer cannot access completions at all
26- <tt> not working on windows ?!
27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
28- IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219.
29 ^^^^ when pressing shift-insert
30- offer common options such as use_skill sense xxx etc. in inventory via menu?
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- use more graphical frames/separators to make dialogs more eye-pleasing/clean
36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
37- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
38- playerbook/skills should have sensible tooltips with skill descriptions
39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
40- NPC dialog box should have close button which finishes the dialog
41- mapmap (overview) - scroll visible area by clicking/dragging
42- binding window and editor layout broken for long recordings => use scroller
43- maybe open the help viewer on the first start, or a simple dialog that
44 initially lists keybidings for gcfclient converts.
45- maybe support mb4/mb5 on selected widgets to facilitate scrolling
46 (inventory, spell list, messge log...) => marc
47- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
48- but fullscreen => minimize (alt-esc) => no way to go back [windows]
49- spell list => scroll down => "Pickup" => scrollbar not updated
50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
52- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
53
54post-1.0:
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 55- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, pressing login with connection refused, then close window) 56 (after starting, press quit)
26- flopper/menu imrpovement: 57- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
27 * things that are menus should act more like menus 58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
28 * inmventory etc. should fade-in automatically when used 59 affect neighbouring visible pixels (border bleeding).
29- remove wrap_mode hack from texture and make it a per-texture operation 60- examine etc., should use extendeddrawinfo or sth. similar
30- enter runmode when cursor-key repeats 61- player list from server for tell etc. commands
31- mapmap (overview) - scroll visible area by clicking/dragging
32- save only dirty cached maps, and save dirty maps != current map 62- save only dirty cached maps, and save dirty maps != current map
33- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
34- maybe move window managing functionality into toplevel
35- better window management (feedback)
36- look into extendedmapinfo 63- look into extendedmapinfo
37- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 64- completer should know more about arguments, e.g. cast summon pet monster,
38 65 or that some commands do not take arguments ("drop all").
39low priority: 66- sliders do not change size after reconfigure.
40- player list from server for tell etc. commands 67- enter runmode when cursor-key repeats (maybe not?)
41- examine etc., should use extendeddrawinfo or sth. similar
42- 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.).
43- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
44- performance: use texture collections for upstream server data instead if gobs 69- performance: use texture collections for upstream server data instead if gobs
45 of small textures. 70 of small textures.
46- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
47 affect neighbouring visible pixels (border bleeding).
48- pango fontsize measure and decrease to achieve real pixel height
49 71
50TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
51- palyer peaceful setting should be independen of game peaceful setting 74- palyer peaceful setting should be independen of game peaceful setting
52 (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
53 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
54 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
55 but not otherwise shown). 78 but not otherwise shown).
62 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
63- 10) (feature request): bug/typo/idea commands to automatically log 86- 10) (feature request): bug/typo/idea commands to automatically log
64 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
65 item, if you do 'bug <item>'). 88 item, if you do 'bug <item>').
66 89
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
67set_face 4783 => 70 109set_face 4783 => 70
68libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
69allocating id 71 111allocating id 71
70OK 112OK
71set_face 4782 => 71 113set_face 4782 => 71
77allocating id 73 119allocating id 73
78OK 120OK
79set_face 4784 => 73 121set_face 4784 => 73
80libpng warning: Ignoring gAMA chunk with gamma=0 122libpng warning: Ignoring gAMA chunk with gamma=0
81 123
124 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.
125 /*first pass*/
126 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
127 glDepthMask(FALSE); /*disable Z buffer*/
128 if (premultpliedTransparency)
129 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
130 else
131 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
132 /*render the object here*/
133
134 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:
135 /*second pass*/
136 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
137 glDepthMask(FALSE); /*disable Z buffer*/
138 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
139 /*render the object with alpha replaced with 1-a*/
140
141 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:
142 /*third pass*/
143 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
144 glDepthMask(TRUE); /*enable Z buffer*/
145 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
146 /*render the object with alpha replaced with 1*/
147
148

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