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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.68 by root, Mon May 22 01:28:06 2006 UTC vs.
Revision 1.236 by root, Tue Aug 15 18:09:04 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: skill-pod benutzen! 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 12- SERVER: document ext/mapinfo and cfplus.ext
13 (maybe also for floorbox) 13- SERVER: memleak like hell: probably event-related?
14- IMPORTANT: quit-button, somewhere! 14- LONG-TERM: party member health etc. status
15 * dialog, der warnt ein savebed aufzusuchen. 15- LONG-TERM: map landmark labels
16- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 16- LONG-TERM: player on map name
17- IMPORTANT: lose/regain mapping might clear messgae log 17- LONG-TERM: monster health-bars on map
18 (maybe this happens when its being updated when the window isn't mapped => no
19 window context?)
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 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
24- happens after second login(?) probably databae creation/close bug?
25 Can't call method "get" on an undefined value at /localvol/root/src/CFPlus/blib/lib/CFPlus/Protocol.pm line 519.
26 at bin/cfplus line 51
27 main::__ANON__('Event::Event::Io=SCALAR(0x2ced708)', 'Can\'t call method "get" on an undefined value at /localvol/r...') called at /opt/perl/lib/perl5/Event.pm line 164
28 eval {...} called at /opt/perl/lib/perl5/Event.pm line 164
29 eval {...} called at /opt/perl/lib/perl5/Event.pm line 164
30 Event::loop() called at bin/cfplus line 2033
31 ERROR: Can't call method "get" on an undefined value at /localvol/root/src/CFPlus/blib/lib/CFPlus/Protocol.pm line 519.
32
33
35should be solved/investitaged before release: 34should be solved/investigated before 1.0 release:
36- cairo/win32 looks like shit (premultiplied alpha bug?) 35- (schmorp) put resources/arch into docwiki
36- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
37- when in history "mode", completer cannot access completions at all
38- <tt> not working on windows ?!
39- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
40- 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.
41 ^^^^ when pressing shift-insert
42- offer common options such as use_skill sense xxx etc. in inventory via menu?
43- buttons should support hovering visually
44- notebooks should provide visual feedback (support from button class?)
45- floorbox out-of-screen after resizing (schmorp)
46- identify inventory hover slowness and fix it (schmorp)
47- use more graphical frames/separators to make dialogs more eye-pleasing/clean
48- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
49- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
50- playerbook/skills should have sensible tooltips with skill descriptions
51- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
52- NPC dialog box should have close button which finishes the dialog
53- mapmap (overview) - scroll visible area by clicking/dragging
54- binding window and editor layout broken for long recordings => use scroller
55- maybe open the help viewer on the first start, or a simple dialog that
56 initially lists keybidings for gcfclient converts.
57- maybe support mb4/mb5 on selected widgets to facilitate scrolling
58 (inventory, spell list, messge log...) => marc
59- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
60- but fullscreen => minimize (alt-esc) => no way to go back [windows]
61- spell list => scroll down => "Pickup" => scrollbar not updated
62- what happened to the dialog being shown when modifiers are pressed, showing
63 keybindings for this modifier?
64- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
65
66post-1.0:
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 67- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, pressing login with connection refused, then close window) 68 (after starting, press quit)
39- flopper/menu imrpovement: 69- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
40 * things that are menus should act more like menus 70- 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 71 affect neighbouring visible pixels (border bleeding).
42- add menu itemds for inventory items: mark/inscribe etc. 72- examine etc., should use extendeddrawinfo or sth. similar
43- remove wrap_mode hack from texture and make it a per-texture operation 73- player list from server for tell etc. commands
44- enter runmode when cursor-key repeats
45- mapmap (overview) - scroll visible area by clicking/dragging
46- save only dirty cached maps, and save dirty maps != current map 74- save only dirty cached maps, and save dirty maps != current map
47- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
48- maybe move window managing functionality into toplevel
49- better window management (feedback)
50- look into extendedmapinfo 75- look into extendedmapinfo
51- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 76- completer should know more about arguments, e.g. cast summon pet monster,
52 77 or that some commands do not take arguments ("drop all").
53low priority: 78- sliders do not change size after reconfigure.
54- inventory update must be incremental (too slow) (really? check) 79- enter runmode when cursor-key repeats (maybe not?)
55- try to synchronize local animation speed with server updates to save on screen refreshes.
56- player list from server for tell etc. commands
57- examine etc., should use extendeddrawinfo or sth. similar
58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 80- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
59- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
60- performance: use texture collections for upstream server data instead if gobs 81- performance: use texture collections for upstream server data instead if gobs
61 of small textures. 82 of small textures.
62- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
63 affect neighbouring visible pixels (border bleeding).
64- pango fontsize measure and decrease to achieve real pixel height
65 83
66TEMPORARY SERVER TODO: 84TEMPORARY SERVER TODO:
85- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
67- palyer peaceful setting should be independen of game peaceful setting 86- palyer peaceful setting should be independen of game peaceful setting
68 (i.e. one should be able to become hostile against guards but still 87 (i.e. one should be able to become hostile against guards but still
69 be peaceful - the palyer peaceful would be toggled by priests and shown 88 be peaceful - the palyer peaceful would be toggled by priests and shown
70 in who, the game peaceful steting would be toggled by the peaceful command 89 in who, the game peaceful steting would be toggled by the peaceful command
71 but not otherwise shown). 90 but not otherwise shown).
78 be an attack (mentioned before). You also get no exp for this 97 be an attack (mentioned before). You also get no exp for this
79- 10) (feature request): bug/typo/idea commands to automatically log 98- 10) (feature request): bug/typo/idea commands to automatically log
80 your comments, with the mentioning of the current map (and perhaps an 99 your comments, with the mentioning of the current map (and perhaps an
81 item, if you do 'bug <item>'). 100 item, if you do 'bug <item>').
82 101
102
103 #TODO#d# display texture cache
104 {
105 glEnable GL_TEXTURE_2D;
106 glBindTexture GL_TEXTURE_2D, 41;
107 glColor 1, 1, 1, 1;
108 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
109 glEnable GL_BLEND;
110 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
111 glBegin GL_QUADS;
112 glTexCoord 0,1; glVertex 0,0;
113 glTexCoord 1,1; glVertex 255,0;
114 glTexCoord 1,0; glVertex 255,255;
115 glTexCoord 0,0; glVertex 0,255;
116 glEnd;
117 glDisable GL_BLEND;
118 glDisable GL_TEXTURE_2D;
119 }
120
83set_face 4783 => 70 121set_face 4783 => 70
84libpng warning: Ignoring gAMA chunk with gamma=0 122libpng warning: Ignoring gAMA chunk with gamma=0
85allocating id 71 123allocating id 71
86OK 124OK
87set_face 4782 => 71 125set_face 4782 => 71
93allocating id 73 131allocating id 73
94OK 132OK
95set_face 4784 => 73 133set_face 4784 => 73
96libpng warning: Ignoring gAMA chunk with gamma=0 134libpng warning: Ignoring gAMA chunk with gamma=0
97 135
136 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.
137 /*first pass*/
138 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
139 glDepthMask(FALSE); /*disable Z buffer*/
140 if (premultpliedTransparency)
141 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
142 else
143 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
144 /*render the object here*/
145
146 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:
147 /*second pass*/
148 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
149 glDepthMask(FALSE); /*disable Z buffer*/
150 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
151 /*render the object with alpha replaced with 1-a*/
152
153 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:
154 /*third pass*/
155 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
156 glDepthMask(TRUE); /*enable Z buffer*/
157 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
158 /*render the object with alpha replaced with 1*/
159
160

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