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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.114 by root, Sat Jun 3 01:50:22 2006 UTC vs.
Revision 1.238 by root, Fri Sep 29 00:56:05 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: put setup subwindows into a scrolled viewport (and rmeove sorlling from spell list). 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: invite (and maybe others) _need_ to be documented 12- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: move most everything into Setup-dialog with subdialogs. 13- SERVER: memleak like hell: probably event-related?
14- IMPORTANT: save map shift in config. 14- LONG-TERM: party member health etc. status
15- IMPORTANT: message log window often loses contents after refreshes/res switches 15- LONG-TERM: map landmark labels
16 (m,aybe not, maybe after loging out and in again?) 16- LONG-TERM: player on map name
17- IMPORTANT: toplevel geometry is not respected on moves. 17- LONG-TERM: monster health-bars on map
18- IMPORTANT: learning spells does not make them show up automatically in the completer?
19- IMPORTANT: statusbox update timer
20- IMPORTANT: statusbox tooltip must not go away on updates
21- IMPORTANT: history for completer (cursor-up)
22- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
23- IMPORTANT:_ map feedback... e.g. when clicking on it
24- IMPORTANT: stats window looks like shit initially (widget allocation?)
25 18
26- binding window and editor layout broken for long recordings 19- fog-of-war is off by one, (elmex; i've seen this the last time i played)
27- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 20- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
28- minor: skill list which shows XP and lets u bind stuff 21- IMPORTANT: inventory sorting only works after having it selected, not initially after startup.
22- IMPORTANT: server-protocol/upgrade etc.
23- IMPORTANT: good installation instructions/problem faq.
24- IMPORTANT: database creation parameters borked - fix and find upgrad epath
25- FEATURE: beside the floorbox, have a recent inventory items box
29 26
30should be solved/investitaged before release: 27should be solved/investigated before 1.0 release:
31- log messages received and commands sent to ~/.crossfire/log.$ip 28- should not segfault when no soundcard installed.
32- the binding editor should have a append-record mode or something like that 29- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- rethink message display in lower left corner 30- when in history "mode", completer cannot access completions at all
34- cairo/win32 looks like shit (premultiplied alpha bug?) 31- <tt> not working on windows ?!
32- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33- 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.
34 ^^^^ when pressing shift-insert
35- offer common options such as use_skill sense xxx etc. in inventory via menu?
36- buttons should support hovering visually
37- notebooks should provide visual feedback (support from button class?)
38- floorbox out-of-screen after resizing (schmorp)
39- identify inventory hover slowness and fix it (schmorp)
40- use more graphical frames/separators to make dialogs more eye-pleasing/clean
41- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
42- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
43- playerbook/skills should have sensible tooltips with skill descriptions
44- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
45- NPC dialog box should have close button which finishes the dialog
46- mapmap (overview) - scroll visible area by clicking/dragging
47- binding window and editor layout broken for long recordings => use scroller
48- maybe open the help viewer on the first start, or a simple dialog that
49 initially lists keybidings for gcfclient converts.
50- maybe support mb4/mb5 on selected widgets to facilitate scrolling
51 (inventory, spell list, messge log...) => marc
52- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
53- but fullscreen => minimize (alt-esc) => no way to go back [windows]
54- spell list => scroll down => "Pickup" => scrollbar not updated
55- what happened to the dialog being shown when modifiers are pressed, showing
56 keybindings for this modifier?
57- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
58
59post-1.0:
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 60- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit) 61 (after starting, press quit)
37- flopper/menu imrpovement: 62- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
38 * things that are menus should act more like menus 63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
39- better focus management: put focus onto active windows, remove it again later 64 affect neighbouring visible pixels (border bleeding).
40- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 65- examine etc., should use extendeddrawinfo or sth. similar
41- enter runmode when cursor-key repeats (maybe not?) 66- player list from server for tell etc. commands
42- mapmap (overview) - scroll visible area by clicking/dragging 67- save only dirty cached maps, and save dirty maps != current map
43- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 68- look into extendedmapinfo
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- win32, fow_tetxure sometimes nukes other textures
50 (mostly fixed, but still there: displays list and texture uploads do not go well together)
51- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
52- completer should know more about arguments, e.g. cast summon pet monster, 69- completer should know more about arguments, e.g. cast summon pet monster,
53 or that some commands do not take arguments ("drop all"). 70 or that some commands do not take arguments ("drop all").
54- textview should not snap to bottom on resize. 71- sliders do not change size after reconfigure.
55- alt+cursor == diagonal 72- enter runmode when cursor-key repeats (maybe not?)
56- look into extendedmapinfo
57- save only dirty cached maps, and save dirty maps != current map
58- inventory update must be incremental (too slow) (really? check)
59- try to synchronize local animation speed with server updates to save on screen refreshes.
60- player list from server for tell etc. commands
61- examine etc., should use extendeddrawinfo or sth. similar
62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 73- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
64- performance: use texture collections for upstream server data instead if gobs 74- performance: use texture collections for upstream server data instead if gobs
65 of small textures. 75 of small textures.
66- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
67 affect neighbouring visible pixels (border bleeding).
68- pango fontsize measure and decrease to achieve real pixel height
69 76
70TEMPORARY SERVER TODO: 77TEMPORARY SERVER TODO:
78- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
71- palyer peaceful setting should be independen of game peaceful setting 79- palyer peaceful setting should be independen of game peaceful setting
72 (i.e. one should be able to become hostile against guards but still 80 (i.e. one should be able to become hostile against guards but still
73 be peaceful - the palyer peaceful would be toggled by priests and shown 81 be peaceful - the palyer peaceful would be toggled by priests and shown
74 in who, the game peaceful steting would be toggled by the peaceful command 82 in who, the game peaceful steting would be toggled by the peaceful command
75 but not otherwise shown). 83 but not otherwise shown).
82 be an attack (mentioned before). You also get no exp for this 90 be an attack (mentioned before). You also get no exp for this
83- 10) (feature request): bug/typo/idea commands to automatically log 91- 10) (feature request): bug/typo/idea commands to automatically log
84 your comments, with the mentioning of the current map (and perhaps an 92 your comments, with the mentioning of the current map (and perhaps an
85 item, if you do 'bug <item>'). 93 item, if you do 'bug <item>').
86 94
95
96 #TODO#d# display texture cache
97 {
98 glEnable GL_TEXTURE_2D;
99 glBindTexture GL_TEXTURE_2D, 41;
100 glColor 1, 1, 1, 1;
101 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
102 glEnable GL_BLEND;
103 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
104 glBegin GL_QUADS;
105 glTexCoord 0,1; glVertex 0,0;
106 glTexCoord 1,1; glVertex 255,0;
107 glTexCoord 1,0; glVertex 255,255;
108 glTexCoord 0,0; glVertex 0,255;
109 glEnd;
110 glDisable GL_BLEND;
111 glDisable GL_TEXTURE_2D;
112 }
113
87set_face 4783 => 70 114set_face 4783 => 70
88libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
89allocating id 71 116allocating id 71
90OK 117OK
91set_face 4782 => 71 118set_face 4782 => 71
97allocating id 73 124allocating id 73
98OK 125OK
99set_face 4784 => 73 126set_face 4784 => 73
100libpng warning: Ignoring gAMA chunk with gamma=0 127libpng warning: Ignoring gAMA chunk with gamma=0
101 128
129 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.
130 /*first pass*/
131 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 if (premultpliedTransparency)
134 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
135 else
136 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
137 /*render the object here*/
138
139 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:
140 /*second pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(FALSE); /*disable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1-a*/
145
146 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:
147 /*third pass*/
148 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
149 glDepthMask(TRUE); /*enable Z buffer*/
150 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
151 /*render the object with alpha replaced with 1*/
152
153

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