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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.80 by root, Thu May 25 02:23:13 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: toggle stats/messgae log window to visible while character creation is active. 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 12- SERVER: document ext/mapinfo and cfplus.ext
13 (mostly fixed, but still there: displays list and texture uploads do not go well together) 13- SERVER: memleak like hell: probably event-related?
14- IMPORTANT: lose/regain mapping might clear messgae log 14- LONG-TERM: party member health etc. status
15 (maybe this happens when its being updated when the window isn't mapped => no 15- LONG-TERM: map landmark labels
16 window context?) 16- LONG-TERM: player on map name
17 (this might be fixed now, watch out for it) 17- LONG-TERM: monster health-bars on map
18- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
19- IMPORTANT:_ map feedback... e.g. when clicking on it
20- IMPORTANT: user interface (window positions etc.) should be saved, but
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24 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
25should be solved/investitaged before release: 34should be solved/investigated before 1.0 release:
26- rethink message display in lower left corner 35- (schmorp) put resources/arch into docwiki
27- auto-download of all faces from the server in the bg. 36- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
28- many sliders should have labels attached. 37- when in history "mode", completer cannot access completions at all
29- widgets need to know about their visibility. the inventory 38- <tt> not working on windows ?!
30 completely redraws itself on every animation change, even when its not visible. 39- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
31- cairo/win32 looks like shit (premultiplied alpha bug?) 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:
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 67- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit) 68 (after starting, press quit)
34- flopper/menu imrpovement: 69- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
35 * 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
36 * inmventory etc. should fade-in automatically when used 71 affect neighbouring visible pixels (border bleeding).
37- add menu itemds for inventory items: mark/inscribe etc. 72- examine etc., should use extendeddrawinfo or sth. similar
38- remove wrap_mode hack from texture and make it a per-texture operation 73- player list from server for tell etc. commands
39- enter runmode when cursor-key repeats 74- save only dirty cached maps, and save dirty maps != current map
40- mapmap (overview) - scroll visible area by clicking/dragging
41- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
42- maybe move window managing functionality into toplevel
43- better window management (graphical feedback)
44
45low priority:
46- textview should not snap to bottom on resize.
47- alt+2cursor == diagonal
48- look into extendedmapinfo 75- look into extendedmapinfo
49- save only dirty cached maps, and save dirty maps != current map 76- completer should know more about arguments, e.g. cast summon pet monster,
50- inventory update must be incremental (too slow) (really? check) 77 or that some commands do not take arguments ("drop all").
51- try to synchronize local animation speed with server updates to save on screen refreshes. 78- sliders do not change size after reconfigure.
52- player list from server for tell etc. commands 79- enter runmode when cursor-key repeats (maybe not?)
53- examine etc., should use extendeddrawinfo or sth. similar
54- 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.).
55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56- performance: use texture collections for upstream server data instead if gobs 81- performance: use texture collections for upstream server data instead if gobs
57 of small textures. 82 of small textures.
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
59 affect neighbouring visible pixels (border bleeding).
60- pango fontsize measure and decrease to achieve real pixel height
61 83
62TEMPORARY SERVER TODO: 84TEMPORARY SERVER TODO:
85- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
63- palyer peaceful setting should be independen of game peaceful setting 86- palyer peaceful setting should be independen of game peaceful setting
64 (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
65 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
66 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
67 but not otherwise shown). 90 but not otherwise shown).
74 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
75- 10) (feature request): bug/typo/idea commands to automatically log 98- 10) (feature request): bug/typo/idea commands to automatically log
76 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
77 item, if you do 'bug <item>'). 100 item, if you do 'bug <item>').
78 101
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
79set_face 4783 => 70 121set_face 4783 => 70
80libpng warning: Ignoring gAMA chunk with gamma=0 122libpng warning: Ignoring gAMA chunk with gamma=0
81allocating id 71 123allocating id 71
82OK 124OK
83set_face 4782 => 71 125set_face 4782 => 71
89allocating id 73 131allocating id 73
90OK 132OK
91set_face 4784 => 73 133set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0 134libpng warning: Ignoring gAMA chunk with gamma=0
93 135
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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