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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.70 by root, Mon May 22 02:23:10 2006 UTC vs.
Revision 1.232 by root, Mon Aug 14 01:21:01 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- PANGO: create upstream-patch for inclusion into pango
12 (maybe also for floorbox) 12- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: quit-button, somewhere! 13- SERVER: memleak like hell: probably event-related?
14 * dialog, der warnt ein savebed aufzusuchen. 14- LONG-TERM: party member health etc. status
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15- LONG-TERM: map landmark labels
16- IMPORTANT: lose/regain mapping might clear messgae log 16- LONG-TERM: player on map name
17 (maybe this happens when its being updated when the window isn't mapped => no 17- LONG-TERM: monster health-bars on map
18 window context?)
19- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
20- IMPORTANT:_ map feedback... e.g. when clicking on it
21- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
22- IMPORTANT: '.' in map should repeat last command
23- important: center and improve dialogs (create cFClient::UI::Dialog)
24- IMPORTANT: user interface (window positions etc.) should be saved, but
25 b) widget layout is nontrivial as to not obscure map
26 c) need better way to center map then middle-button, maybe map overview
27 (but updates will be slow UPDATE updates are not at all slow).
28- IMPORTANT: verify and correct connection-dependent texture management
29- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
30- IMPORTANT: message log slider goes too far down.
31- IMPORTANT: focus mapwidget on login
32- IMPORTANT: font reconfigure works very badly.
33 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
34should be solved/investitaged before release: 24should be solved/investigated before 1.0 release:
35- cairo/win32 looks like shit (premultiplied alpha bug?) 25- like use skill inscription on items in inventory, also allow rename to for such items
26- when in history "mode", completer cannot access completions at all
27- <tt> not working on windows ?!
28- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
29- 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.
30 ^^^^ when pressing shift-insert
31- offer common options such as use_skill sense xxx etc. in inventory via menu?
32- buttons should support hovering visually
33- notebooks should provide visual feedback (support from button class?)
34- floorbox out-of-screen after resizing (schmorp)
35- identify inventory hover slowness and fix it (schmorp)
36- use more graphical frames/separators to make dialogs more eye-pleasing/clean
37- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
38- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
39- playerbook/skills should have sensible tooltips with skill descriptions
40- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
41- NPC dialog box should have close button which finishes the dialog
42- mapmap (overview) - scroll visible area by clicking/dragging
43- binding window and editor layout broken for long recordings => use scroller
44- maybe open the help viewer on the first start, or a simple dialog that
45 initially lists keybidings for gcfclient converts.
46- maybe support mb4/mb5 on selected widgets to facilitate scrolling
47 (inventory, spell list, messge log...) => marc
48- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
49- but fullscreen => minimize (alt-esc) => no way to go back [windows]
50- spell list => scroll down => "Pickup" => scrollbar not updated
51- what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
54
55post-1.0:
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 56- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, pressing login with connection refused, then close window) 57 (after starting, press quit)
38- flopper/menu imrpovement: 58- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
39 * things that are menus should act more like menus 59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 * inmventory etc. should fade-in automatically when used 60 affect neighbouring visible pixels (border bleeding).
41- add menu itemds for inventory items: mark/inscribe etc. 61- examine etc., should use extendeddrawinfo or sth. similar
42- remove wrap_mode hack from texture and make it a per-texture operation 62- player list from server for tell etc. commands
43- enter runmode when cursor-key repeats 63- save only dirty cached maps, and save dirty maps != current map
44- mapmap (overview) - scroll visible area by clicking/dragging
45- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- maybe move window managing functionality into toplevel
47- better window management (graphical feedback)
48
49low priority:
50- look into extendedmapinfo 64- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 65- completer should know more about arguments, e.g. cast summon pet monster,
52- inventory update must be incremental (too slow) (really? check) 66 or that some commands do not take arguments ("drop all").
53- try to synchronize local animation speed with server updates to save on screen refreshes. 67- sliders do not change size after reconfigure.
54- player list from server for tell etc. commands 68- enter runmode when cursor-key repeats (maybe not?)
55- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
57- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
58- performance: use texture collections for upstream server data instead if gobs 70- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 71 of small textures.
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding).
62- pango fontsize measure and decrease to achieve real pixel height
63 72
64TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
65- palyer peaceful setting should be independen of game peaceful setting 75- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still 76 (i.e. one should be able to become hostile against guards but still
67 be peaceful - the palyer peaceful would be toggled by priests and shown 77 be peaceful - the palyer peaceful would be toggled by priests and shown
68 in who, the game peaceful steting would be toggled by the peaceful command 78 in who, the game peaceful steting would be toggled by the peaceful command
69 but not otherwise shown). 79 but not otherwise shown).
76 be an attack (mentioned before). You also get no exp for this 86 be an attack (mentioned before). You also get no exp for this
77- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
78 your comments, with the mentioning of the current map (and perhaps an 88 your comments, with the mentioning of the current map (and perhaps an
79 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
80 90
91
92 #TODO#d# display texture cache
93 {
94 glEnable GL_TEXTURE_2D;
95 glBindTexture GL_TEXTURE_2D, 41;
96 glColor 1, 1, 1, 1;
97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
98 glEnable GL_BLEND;
99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
100 glBegin GL_QUADS;
101 glTexCoord 0,1; glVertex 0,0;
102 glTexCoord 1,1; glVertex 255,0;
103 glTexCoord 1,0; glVertex 255,255;
104 glTexCoord 0,0; glVertex 0,255;
105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
109
81set_face 4783 => 70 110set_face 4783 => 70
82libpng warning: Ignoring gAMA chunk with gamma=0 111libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 71 112allocating id 71
84OK 113OK
85set_face 4782 => 71 114set_face 4782 => 71
91allocating id 73 120allocating id 73
92OK 121OK
93set_face 4784 => 73 122set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 123libpng warning: Ignoring gAMA chunk with gamma=0
95 124
125 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.
126 /*first pass*/
127 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/
129 if (premultpliedTransparency)
130 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
131 else
132 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
133 /*render the object here*/
134
135 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:
136 /*second pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(FALSE); /*disable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1-a*/
141
142 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:
143 /*third pass*/
144 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
145 glDepthMask(TRUE); /*enable Z buffer*/
146 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
147 /*render the object with alpha replaced with 1*/
148
149

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