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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.83 by root, Thu May 25 03:39:56 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: widget resizing works badly (sometiems not, like fountain 11- PANGO: create upstream-patch for inclusion into pango
12 in inventory view, or inventory view tables or statusbox entries...) 12- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: statusbox update timer 13- SERVER: memleak like hell: probably event-related?
14- IMPORTANT: statusbox tooltip must not go away on updates 14- LONG-TERM: party member health etc. status
15- IMPORTANT: history for completer (cursor-up) 15- LONG-TERM: map landmark labels
16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 16- LONG-TERM: player on map name
17- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 17- LONG-TERM: monster health-bars on map
18 (mostly fixed, but still there: displays list and texture uploads do not go well together)
19- IMPORTANT: lose/regain mapping might clear messgae log
20 (maybe this happens when its being updated when the window isn't mapped => no
21 window context?)
22 (this might be fixed now, watch out for it)
23- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
24- IMPORTANT:_ map feedback... e.g. when clicking on it
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 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
30should be solved/investitaged before release: 24should be solved/investigated before 1.0 release:
31- rethink message display in lower left corner 25- when in history "mode", completer cannot access completions at all
32- auto-download of all faces from the server in the bg. 26- <tt> not working on windows ?!
33- many sliders should have labels attached. 27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- widgets need to know about their visibility. the inventory 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.
35 completely redraws itself on every animation change, even when its not visible. 29 ^^^^ when pressing shift-insert
36- cairo/win32 looks like shit (premultiplied alpha bug?) 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:
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 55- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit) 56 (after starting, press quit)
39- flopper/menu imrpovement: 57- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
40 * 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
41 * inmventory etc. should fade-in automatically when used 59 affect neighbouring visible pixels (border bleeding).
42- add menu itemds for inventory items: mark/inscribe etc. 60- examine etc., should use extendeddrawinfo or sth. similar
43- remove wrap_mode hack from texture and make it a per-texture operation 61- player list from server for tell etc. commands
44- enter runmode when cursor-key repeats 62- save only dirty cached maps, and save dirty maps != current map
45- mapmap (overview) - scroll visible area by clicking/dragging
46- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
47- maybe move window managing functionality into toplevel
48- better window management (graphical feedback)
49
50low priority:
51- textview should not snap to bottom on resize.
52- alt+2cursor == diagonal
53- look into extendedmapinfo 63- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map 64- completer should know more about arguments, e.g. cast summon pet monster,
55- inventory update must be incremental (too slow) (really? check) 65 or that some commands do not take arguments ("drop all").
56- try to synchronize local animation speed with server updates to save on screen refreshes. 66- sliders do not change size after reconfigure.
57- player list from server for tell etc. commands 67- enter runmode when cursor-key repeats (maybe not?)
58- examine etc., should use extendeddrawinfo or sth. similar
59- 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.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
61- performance: use texture collections for upstream server data instead if gobs 69- performance: use texture collections for upstream server data instead if gobs
62 of small textures. 70 of small textures.
63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
64 affect neighbouring visible pixels (border bleeding).
65- pango fontsize measure and decrease to achieve real pixel height
66 71
67TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting 74- palyer peaceful setting should be independen of game peaceful setting
69 (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
70 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
71 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
72 but not otherwise shown). 78 but not otherwise shown).
79 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
80- 10) (feature request): bug/typo/idea commands to automatically log 86- 10) (feature request): bug/typo/idea commands to automatically log
81 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
82 item, if you do 'bug <item>'). 88 item, if you do 'bug <item>').
83 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
84set_face 4783 => 70 109set_face 4783 => 70
85libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
86allocating id 71 111allocating id 71
87OK 112OK
88set_face 4782 => 71 113set_face 4782 => 71
94allocating id 73 119allocating id 73
95OK 120OK
96set_face 4784 => 73 121set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0 122libpng warning: Ignoring gAMA chunk with gamma=0
98 123
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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