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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.76 by root, Wed May 24 03:55:08 2006 UTC vs.
Revision 1.239 by root, Fri Sep 29 01:03:53 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: win32, fow_tetxure sometimes nukes other textures 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 (needs player list, then trivial)
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)
18- IMPORTANT:_ map feedback... e.g. when clicking on it
19- IMPORTANT: ' and " and / should go into compketer :)
20- IMPORTANT: '.' in map should repeat last command
21- IMPORTANT: user interface (window positions etc.) should be saved, but
22 b) widget layout is nontrivial as to not obscure map
23 c) need better way to center map then middle-button, maybe map overview
24 (but updates will be slow UPDATE updates are not at all slow).
25- IMPORTANT: focus mapwidget on login
26- IMPORTANT: font reconfigure works very badly.
27 17
18- fog-of-war is off by one, (elmex; i've seen this the last time i played)
19- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
20- IMPORTANT: inventory sorting only works after having it selected, not initially after startup.
21- IMPORTANT: server-protocol/upgrade etc.
22- IMPORTANT: good installation instructions/problem faq.
23- IMPORTANT: database creation parameters borked - fix and find upgrad epath
24- FEATURE: beside the floorbox, have a recent inventory items box
25- fix the pod referencing - L<glossary/space> does not get you anywhere.
26 * possibly look into auto-marking (wiki-style) certain key sequences.
27
28should be solved/investitaged before release: 28should be solved/investigated before 1.0 release:
29- auto-download of all faces from the server in the bg. 29- should not segfault when no soundcard installed.
30- many sliders should have labels attached. 30- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
31- widgets need to know about their visibility. the inventory 31- when in history "mode", completer cannot access completions at all
32 completely redraws itself on every animation change, even when its not visible. 32- <tt> not working on windows ?!
33- cairo/win32 looks like shit (premultiplied alpha bug?) 33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- 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.
35 ^^^^ when pressing shift-insert
36- offer common options such as use_skill sense xxx etc. in inventory via menu?
37- buttons should support hovering visually
38- notebooks should provide visual feedback (support from button class?)
39- floorbox out-of-screen after resizing (schmorp)
40- identify inventory hover slowness and fix it (schmorp)
41- use more graphical frames/separators to make dialogs more eye-pleasing/clean
42- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
43- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
44- playerbook/skills should have sensible tooltips with skill descriptions
45- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
46- NPC dialog box should have close button which finishes the dialog
47- mapmap (overview) - scroll visible area by clicking/dragging
48- binding window and editor layout broken for long recordings => use scroller
49- maybe open the help viewer on the first start, or a simple dialog that
50 initially lists keybidings for gcfclient converts.
51- maybe support mb4/mb5 on selected widgets to facilitate scrolling
52 (inventory, spell list, messge log...) => marc
53- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
54- but fullscreen => minimize (alt-esc) => no way to go back [windows]
55- spell list => scroll down => "Pickup" => scrollbar not updated
56- what happened to the dialog being shown when modifiers are pressed, showing
57 keybindings for this modifier?
58- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
59
60post-1.0:
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 61- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, pressing login with connection refused, then close window) 62 (after starting, press quit)
36- flopper/menu imrpovement: 63- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
37 * things that are menus should act more like menus 64- 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 65 affect neighbouring visible pixels (border bleeding).
39- add menu itemds for inventory items: mark/inscribe etc. 66- examine etc., should use extendeddrawinfo or sth. similar
40- remove wrap_mode hack from texture and make it a per-texture operation 67- player list from server for tell etc. commands
41- enter runmode when cursor-key repeats 68- save only dirty cached maps, and save dirty maps != current map
42- mapmap (overview) - scroll visible area by clicking/dragging
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
47low priority:
48- textview should not snap to bottom on resize.
49- alt+2cursor == diagonal
50- look into extendedmapinfo 69- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 70- completer should know more about arguments, e.g. cast summon pet monster,
52- inventory update must be incremental (too slow) (really? check) 71 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. 72- sliders do not change size after reconfigure.
54- player list from server for tell etc. commands 73- 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.). 74- 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 75- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 76 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 77
64TEMPORARY SERVER TODO: 78TEMPORARY SERVER TODO:
79- 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 80- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still 81 (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 82 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 83 in who, the game peaceful steting would be toggled by the peaceful command
69 but not otherwise shown). 84 but not otherwise shown).
76 be an attack (mentioned before). You also get no exp for this 91 be an attack (mentioned before). You also get no exp for this
77- 10) (feature request): bug/typo/idea commands to automatically log 92- 10) (feature request): bug/typo/idea commands to automatically log
78 your comments, with the mentioning of the current map (and perhaps an 93 your comments, with the mentioning of the current map (and perhaps an
79 item, if you do 'bug <item>'). 94 item, if you do 'bug <item>').
80 95
96
97 #TODO#d# display texture cache
98 {
99 glEnable GL_TEXTURE_2D;
100 glBindTexture GL_TEXTURE_2D, 41;
101 glColor 1, 1, 1, 1;
102 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103 glEnable GL_BLEND;
104 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105 glBegin GL_QUADS;
106 glTexCoord 0,1; glVertex 0,0;
107 glTexCoord 1,1; glVertex 255,0;
108 glTexCoord 1,0; glVertex 255,255;
109 glTexCoord 0,0; glVertex 0,255;
110 glEnd;
111 glDisable GL_BLEND;
112 glDisable GL_TEXTURE_2D;
113 }
114
81set_face 4783 => 70 115set_face 4783 => 70
82libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 71 117allocating id 71
84OK 118OK
85set_face 4782 => 71 119set_face 4782 => 71
91allocating id 73 125allocating id 73
92OK 126OK
93set_face 4784 => 73 127set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 128libpng warning: Ignoring gAMA chunk with gamma=0
95 129
130 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.
131 /*first pass*/
132 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 if (premultpliedTransparency)
135 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
136 else
137 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
138 /*render the object here*/
139
140 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:
141 /*second pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(FALSE); /*disable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1-a*/
146
147 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:
148 /*third pass*/
149 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
150 glDepthMask(TRUE); /*enable Z buffer*/
151 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
152 /*render the object with alpha replaced with 1*/
153
154

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