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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.49 by root, Fri May 12 15:45:41 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: kick elmex for not documenting the bugs here so other people 11- PANGO: create upstream-patch for inclusion into pango
12 cannot work on them. 12- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 13- SERVER: memleak like hell: probably event-related?
14- IMPORTANT: inventory update must be incremental (too slow) 14- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- IMPORTANT: slider should clip to valid range properly 15- LONG-TERM: map landmark labels
16- IMPORTANT: user interface (window positions etc.) should be saved, but 16- LONG-TERM: player on map name
17 b) widget layout is nontrivial as to not obscure map
18 c) need better way to center map then middle-button, maybe map overview
19 (but updates will be slow UPDATE updates are not at all slow).
20- IMPORTANT: animate faces in inventory etc.
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
22- IMPORTANT: verify and correct connection-dependent texture management
23 17
18- EXTREMELY IMPORTANT: fix off-by-whatever bug when clicking on map
19- fog-of-war is off by one, (elmex; i've seen this the last time i played)
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.
29
24should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32- should not segfault when no soundcard installed.
33- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
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:
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 64- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 65 (after starting, press quit)
27- remove wrap_mode hack from texture and make it a per-texture operation 66- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
28- enter runmode when cursor-key repeats 67- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
29- mapmap (overview) - scroll visible area by clicking/dragging 68 affect neighbouring visible pixels (border bleeding).
69- examine etc., should use extendeddrawinfo or sth. similar
70- player list from server for tell etc. commands
30- save only dirty cached maps, and save dirty maps != current map 71- save only dirty cached maps, and save dirty maps != current map
31- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 72- look into extendedmapinfo
32- mesa-rendering of textview shows only garbage and/or another texture 73- completer should know more about arguments, e.g. cast summon pet monster,
33- maybe move window managing functionality into toplevel 74 or that some commands do not take arguments ("drop all").
34- look into extendeddrawinfo and extendedmapinfo 75- sliders do not change size after reconfigure.
35- update/check_size should be done at most once/frame/widget. 76- enter runmode when cursor-key repeats (maybe not?)
36
37low priority:
38- 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.).
39- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
40- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
41- performance: use texture collections for upstream server data instead if gobs 78- performance: use texture collections for upstream server data instead if gobs
42 of small textures. 79 of small textures.
43- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
44 affect neighbouring visible pixels (border bleeding).
45- pango fontsize measure and decrease to achieve real pixel height
46 80
47TEMPORARY SERVER TODO: 81TEMPORARY SERVER TODO:
82- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
48- palyer peaceful setting should be independen of game peaceful setting 83- palyer peaceful setting should be independen of game peaceful setting
49 (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
50 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
51 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
52 but not otherwise shown). 87 but not otherwise shown).
53- pippij wants playerstealing to work between hostile players 88- pippij wants playerstealing to work between hostile players
54- schmorp wants to rework the who output format
55- attempt_jump tries to kick jumped-into monster,s but doesn't work 89- attempt_jump tries to kick jumped-into monster,s but doesn't work
56- 1) If you hide, and someone can see you trying to hide, you'll get a 90- 1) If you hide, and someone can see you trying to hide, you'll get a
57 message, even when you can't see that other person. 91 message, even when you can't see that other person.
58- 2) hiding exp is always 1, independant of how difficult it is to hide 92- 2) hiding exp is always 1, independant of how difficult it is to hide
59- 3) jumping into monsters does no damage, even though it's supposed to 93- 3) jumping into monsters does no damage, even though it's supposed to
60 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
61- 10) (feature request): bug/typo/idea commands to automatically log 95- 10) (feature request): bug/typo/idea commands to automatically log
62 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
63 item, if you do 'bug <item>'). 97 item, if you do 'bug <item>').
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 }
64 117
65set_face 4783 => 70 118set_face 4783 => 70
66libpng warning: Ignoring gAMA chunk with gamma=0 119libpng warning: Ignoring gAMA chunk with gamma=0
67allocating id 71 120allocating id 71
68OK 121OK
75allocating id 73 128allocating id 73
76OK 129OK
77set_face 4784 => 73 130set_face 4784 => 73
78libpng warning: Ignoring gAMA chunk with gamma=0 131libpng warning: Ignoring gAMA chunk with gamma=0
79 132
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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