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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.111 by elmex, Fri Jun 2 19:03:42 2006 UTC vs.
Revision 1.242 by root, Fri Nov 17 21:27:58 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: save map shift in config. 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: where did the window titles go, damnit? 12- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: message log window often loses contents after refreshes/res switches 13- SERVER: memleak like hell: probably event-related?
14 (m,aybe not, maybe after loging out and in again?) 14- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- IMPORTANT: toplevel geometry is not respected on moves. 15- LONG-TERM: map landmark labels
16- IMPORTANT: learning spells does not make them show up automatically in the completer? 16- LONG-TERM: player on map name
17- IMPORTANT: statusbox update timer
18- IMPORTANT: statusbox tooltip must not go away on updates
19- IMPORTANT: history for completer (cursor-up)
20- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
21- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
22 (mostly fixed, but still there: displays list and texture uploads do not go well together)
23- IMPORTANT:_ map feedback... e.g. when clicking on it
24- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
25 (remaining things to do: testing, seems not to work reliably?)
26 17
27- binding window and editor layout broken for long recordings 18- EXTREMELY IMPORTANT: fix off-by-whatever bug when clicking on map
28- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 19- fog-of-war is off by one, (elmex; i've seen this the last time i played)
29- minor: skill list which shows XP and lets u bind stuff 20- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
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
26- embedded widgets not always shown at corretc position initially.
27- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
30 29
31should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
32- log messages received and commands sent to ~/.crossfire/log.$ip 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
33- the binding editor should have a append-record mode or something like that 32- should not segfault when no soundcard installed.
34- rethink message display in lower left corner 33- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
35- cairo/win32 looks like shit (premultiplied alpha bug?) 34- when in history "mode", completer cannot access completions at all
35- <tt> not working on windows ?!
36- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
37- 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.
38 ^^^^ when pressing shift-insert
39- offer common options such as use_skill sense xxx etc. in inventory via menu?
40- buttons should support hovering visually
41- notebooks should provide visual feedback (support from button class?)
42- floorbox out-of-screen after resizing (schmorp)
43- identify inventory hover slowness and fix it (schmorp)
44- use more graphical frames/separators to make dialogs more eye-pleasing/clean
45- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
46- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
47- playerbook/skills should have sensible tooltips with skill descriptions
48- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
49- NPC dialog box should have close button which finishes the dialog
50- mapmap (overview) - scroll visible area by clicking/dragging
51- binding window and editor layout broken for long recordings => use scroller
52- maybe open the help viewer on the first start, or a simple dialog that
53 initially lists keybidings for gcfclient converts.
54- maybe support mb4/mb5 on selected widgets to facilitate scrolling
55 (inventory, spell list, messge log...) => marc
56- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
57- but fullscreen => minimize (alt-esc) => no way to go back [windows]
58- spell list => scroll down => "Pickup" => scrollbar not updated
59- what happened to the dialog being shown when modifiers are pressed, showing
60 keybindings for this modifier?
61- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
62
63post-1.0:
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 64- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit) 65 (after starting, press quit)
38- flopper/menu imrpovement: 66- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
39 * things that are menus should act more like menus 67- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40- better focus management: put focus onto active windows, remove it again later 68 affect neighbouring visible pixels (border bleeding).
41- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 69- examine etc., should use extendeddrawinfo or sth. similar
42- enter runmode when cursor-key repeats (maybe not?) 70- player list from server for tell etc. commands
43- mapmap (overview) - scroll visible area by clicking/dragging 71- save only dirty cached maps, and save dirty maps != current map
44- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 72- look into extendedmapinfo
45- maybe move window managing functionality into toplevel
46- better window management (graphical feedback)
47- the player weight somehow updates strangely when dropping/picking up
48
49low priority:
50- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
51- completer should know more about arguments, e.g. cast summon pet monster, 73- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all"). 74 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize. 75- sliders do not change size after reconfigure.
54- alt+cursor == diagonal 76- enter runmode when cursor-key repeats (maybe not?)
55- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map
57- inventory update must be incremental (too slow) (really? check)
58- try to synchronize local animation speed with server updates to save on screen refreshes.
59- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 77- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
63- performance: use texture collections for upstream server data instead if gobs 78- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 79 of small textures.
65- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
66 affect neighbouring visible pixels (border bleeding).
67- pango fontsize measure and decrease to achieve real pixel height
68 80
69TEMPORARY SERVER TODO: 81TEMPORARY SERVER TODO:
82- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
70- palyer peaceful setting should be independen of game peaceful setting 83- palyer peaceful setting should be independen of game peaceful setting
71 (i.e. one should be able to become hostile against guards but still 84 (i.e. one should be able to become hostile against guards but still
72 be peaceful - the palyer peaceful would be toggled by priests and shown 85 be peaceful - the palyer peaceful would be toggled by priests and shown
73 in who, the game peaceful steting would be toggled by the peaceful command 86 in who, the game peaceful steting would be toggled by the peaceful command
74 but not otherwise shown). 87 but not otherwise shown).
81 be an attack (mentioned before). You also get no exp for this 94 be an attack (mentioned before). You also get no exp for this
82- 10) (feature request): bug/typo/idea commands to automatically log 95- 10) (feature request): bug/typo/idea commands to automatically log
83 your comments, with the mentioning of the current map (and perhaps an 96 your comments, with the mentioning of the current map (and perhaps an
84 item, if you do 'bug <item>'). 97 item, if you do 'bug <item>').
85 98
99
100 #TODO#d# display texture cache
101 {
102 glEnable GL_TEXTURE_2D;
103 glBindTexture GL_TEXTURE_2D, 41;
104 glColor 1, 1, 1, 1;
105 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
106 glEnable GL_BLEND;
107 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
108 glBegin GL_QUADS;
109 glTexCoord 0,1; glVertex 0,0;
110 glTexCoord 1,1; glVertex 255,0;
111 glTexCoord 1,0; glVertex 255,255;
112 glTexCoord 0,0; glVertex 0,255;
113 glEnd;
114 glDisable GL_BLEND;
115 glDisable GL_TEXTURE_2D;
116 }
117
86set_face 4783 => 70 118set_face 4783 => 70
87libpng warning: Ignoring gAMA chunk with gamma=0 119libpng warning: Ignoring gAMA chunk with gamma=0
88allocating id 71 120allocating id 71
89OK 121OK
90set_face 4782 => 71 122set_face 4782 => 71
96allocating id 73 128allocating id 73
97OK 129OK
98set_face 4784 => 73 130set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 131libpng warning: Ignoring gAMA chunk with gamma=0
100 132
133 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.
134 /*first pass*/
135 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
136 glDepthMask(FALSE); /*disable Z buffer*/
137 if (premultpliedTransparency)
138 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
139 else
140 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
141 /*render the object here*/
142
143 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:
144 /*second pass*/
145 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
146 glDepthMask(FALSE); /*disable Z buffer*/
147 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
148 /*render the object with alpha replaced with 1-a*/
149
150 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:
151 /*third pass*/
152 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
153 glDepthMask(TRUE); /*enable Z buffer*/
154 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
155 /*render the object with alpha replaced with 1*/
156
157

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