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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 1.245 by root, Sun Nov 19 20:31:28 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 6- PANGO: create upstream-patch for inclusion into pango
712:17 <@schmorp> will have to do that for gce too 7- SERVER: document ext/mapinfo and cfplus.ext
812:17 <@schmorp> remind me of it 8- SERVER: memleak like hell: probably event-related? (probably not real)
912:17 <@schmorp> qwhen i next bundle it 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name
10 12
11- IMPORTANT: put setup subwindows into a scrolled viewport (and rmeove sorlling from spell list). 13- IMPORTANT: server-protocol/upgrade etc.
12- IMPORTANT: invite (and maybe others) _need_ to be documented 14- IMPORTANT: good installation instructions/problem faq.
13- IMPORTANT: move most everything into Setup-dialog with subdialogs. 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14- IMPORTANT: save map shift in config. 16- FEATURE: beside the floorbox, have a recent inventory items box
15- IMPORTANT: message log window often loses contents after refreshes/res switches 17- embedded widgets not always shown at corretc position initially.
16 (m,aybe not, maybe after loging out and in again?) 18- fix the pod referencing - L<glossary/space> does not get you anywhere.
17- IMPORTANT: toplevel geometry is not respected on moves. 19 * possibly look into auto-marking (wiki-style) certain key sequences.
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 20
21should be solved/investigated before 1.0 release:
22- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
23- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
24- when in history "mode", completer cannot access completions at all
25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
26- 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.
27 ^^^^ when pressing shift-insert
28- offer common options such as use_skill sense xxx etc. in inventory via menu?
29- buttons should support hovering visually
30- notebooks should provide visual feedback (support from button class?)
31- floorbox out-of-screen after resizing (schmorp)
32- identify inventory hover slowness and fix it (schmorp)
33- use more graphical frames/separators to make dialogs more eye-pleasing/clean
34- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
35- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
36- playerbook/skills should have sensible tooltips with skill descriptions
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- mapmap (overview) - scroll visible area by clicking/dragging
26- binding window and editor layout broken for long recordings 39- binding window and editor layout broken for long recordings => use scroller
27- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 40- maybe open the help viewer on the first start, or a simple dialog that
28- minor: skill list which shows XP and lets u bind stuff 41 initially lists keybidings for gcfclient converts.
42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- what happened to the dialog being shown when modifiers are pressed, showing
44 keybindings for this modifier?
29 45
30should be solved/investitaged before release: 46post-1.0:
31- log messages received and commands sent to ~/.crossfire/log.$ip
32- the binding editor should have a append-record mode or something like that
33- rethink message display in lower left corner
34- cairo/win32 looks like shit (premultiplied alpha bug?)
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit) 48 (after starting, press quit)
37- flopper/menu imrpovement: 49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
38 * things that are menus should act more like menus 50- 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 51 affect neighbouring visible pixels (border bleeding).
40- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 52- examine etc., should use extendeddrawinfo or sth. similar
41- enter runmode when cursor-key repeats (maybe not?) 53- player list from server for tell etc. commands
42- mapmap (overview) - scroll visible area by clicking/dragging 54- 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 55- 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, 56- completer should know more about arguments, e.g. cast summon pet monster,
53 or that some commands do not take arguments ("drop all"). 57 or that some commands do not take arguments ("drop all").
54- textview should not snap to bottom on resize. 58- sliders do not change size after reconfigure.
55- alt+cursor == diagonal 59- 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.). 60- 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 61- performance: use texture collections for upstream server data instead if gobs
65 of small textures. 62 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 63
70TEMPORARY SERVER TODO: 64TEMPORARY SERVER TODO:
65- 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 66- palyer peaceful setting should be independen of game peaceful setting
72 (i.e. one should be able to become hostile against guards but still 67 (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 68 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 69 in who, the game peaceful steting would be toggled by the peaceful command
75 but not otherwise shown). 70 but not otherwise shown).
82 be an attack (mentioned before). You also get no exp for this 77 be an attack (mentioned before). You also get no exp for this
83- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
84 your comments, with the mentioning of the current map (and perhaps an 79 your comments, with the mentioning of the current map (and perhaps an
85 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
86 81
82
83 #TODO#d# display texture cache
84 {
85 glEnable GL_TEXTURE_2D;
86 glBindTexture GL_TEXTURE_2D, 41;
87 glColor 1, 1, 1, 1;
88 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
89 glEnable GL_BLEND;
90 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
91 glBegin GL_QUADS;
92 glTexCoord 0,1; glVertex 0,0;
93 glTexCoord 1,1; glVertex 255,0;
94 glTexCoord 1,0; glVertex 255,255;
95 glTexCoord 0,0; glVertex 0,255;
96 glEnd;
97 glDisable GL_BLEND;
98 glDisable GL_TEXTURE_2D;
99 }
100
87set_face 4783 => 70 101set_face 4783 => 70
88libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
89allocating id 71 103allocating id 71
90OK 104OK
91set_face 4782 => 71 105set_face 4782 => 71
97allocating id 73 111allocating id 73
98OK 112OK
99set_face 4784 => 73 113set_face 4784 => 73
100libpng warning: Ignoring gAMA chunk with gamma=0 114libpng warning: Ignoring gAMA chunk with gamma=0
101 115
116 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.
117 /*first pass*/
118 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
119 glDepthMask(FALSE); /*disable Z buffer*/
120 if (premultpliedTransparency)
121 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
122 else
123 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
124 /*render the object here*/
125
126 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:
127 /*second pass*/
128 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
129 glDepthMask(FALSE); /*disable Z buffer*/
130 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
131 /*render the object with alpha replaced with 1-a*/
132
133 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:
134 /*third pass*/
135 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
136 glDepthMask(TRUE); /*enable Z buffer*/
137 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
138 /*render the object with alpha replaced with 1*/
139
140

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