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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.90 by root, Sat May 27 19:49:06 2006 UTC vs.
Revision 1.234 by root, Mon Aug 14 04:15:04 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: fine-tuning of completer (drop 1 => drop all 1 _wrong_) 11- PANGO: create upstream-patch for inclusion into pango
12 ccmo => cast summon cult monsters not cast charm monsters 12- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 13- SERVER: memleak like hell: probably event-related?
14- IMPORTANT: statusbox update timer 14- LONG-TERM: party member health etc. status
15- IMPORTANT: statusbox tooltip must not go away on updates 15- LONG-TERM: map landmark labels
16- IMPORTANT: history for completer (cursor-up) 16- LONG-TERM: player on map name
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 17- LONG-TERM: monster health-bars on map
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
19 (mostly fixed, but still there: displays list and texture uploads do not go well together)
20- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: user interface (window positions etc.) should be saved, but
23 b) widget layout is nontrivial as to not obscure map
24 c) need better way to center map then middle-button, maybe map overview
25 (but updates will be slow UPDATE updates are not at all slow).
26 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
27should be solved/investitaged before release: 24should be solved/investigated before 1.0 release:
28- rethink message display in lower left corner 25- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
29- auto-download of all faces from the server in the bg. 26- when in history "mode", completer cannot access completions at all
30- many sliders should have labels attached. 27- <tt> not working on windows ?!
31- widgets need to know about their visibility. the inventory 28- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32 completely redraws itself on every animation change, even when its not visible. 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.
33- cairo/win32 looks like shit (premultiplied alpha bug?) 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:
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 56- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit) 57 (after starting, press quit)
36- flopper/menu imrpovement: 58- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
37 * 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
38 * inmventory etc. should fade-in automatically when used 60 affect neighbouring visible pixels (border bleeding).
39- add menu itemds for inventory items: mark/inscribe etc. 61- examine etc., should use extendeddrawinfo or sth. similar
40- remove wrap_mode hack from texture and make it a per-texture operation 62- player list from server for tell etc. commands
41- enter runmode when cursor-key repeats 63- save only dirty cached maps, and save dirty maps != current map
42- mapmap (overview) - scroll visible area by clicking/dragging 64- look into extendedmapinfo
43- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
44- maybe move window managing functionality into toplevel
45- better window management (graphical feedback)
46- the player weight somehow updates strangely when dropping/picking up
47
48low priority:
49- completer should know more about arguments, e.g. cast summon pet monster, 65- completer should know more about arguments, e.g. cast summon pet monster,
50 or that some commands do not take arguments ("drop all"). 66 or that some commands do not take arguments ("drop all").
51- textview should not snap to bottom on resize. 67- sliders do not change size after reconfigure.
52- alt+cursor == diagonal 68- enter runmode when cursor-key repeats (maybe not?)
53- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map
55- inventory update must be incremental (too slow) (really? check)
56- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar
59- 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.).
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 70- performance: use texture collections for upstream server data instead if gobs
62 of small textures. 71 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 72
67TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- 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 75- palyer peaceful setting should be independen of game peaceful setting
69 (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
70 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
71 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
72 but not otherwise shown). 79 but not otherwise shown).
79 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
80- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
81 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
82 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
83 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
84set_face 4783 => 70 110set_face 4783 => 70
85libpng warning: Ignoring gAMA chunk with gamma=0 111libpng warning: Ignoring gAMA chunk with gamma=0
86allocating id 71 112allocating id 71
87OK 113OK
88set_face 4782 => 71 114set_face 4782 => 71
94allocating id 73 120allocating id 73
95OK 121OK
96set_face 4784 => 73 122set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0 123libpng warning: Ignoring gAMA chunk with gamma=0
98 124
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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