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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.58 by root, Wed May 17 22:59:13 2006 UTC vs.
Revision 1.246 by root, Sun Nov 19 20:34:50 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: lose/regain mapping might clear messgae log 13- IMPORTANT: server-protocol/upgrade etc.
12- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 14- IMPORTANT: good installation instructions/problem faq.
13- IMPORTANT: '.' in map should repeat last command 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14- important: center and improve dialogs (create cFClient::UI::Dialog) 16- FEATURE: beside the floorbox, have a recent inventory items box
15- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 17- embedded widgets not always shown at corretc position initially.
16- IMPORTANT: inventory update must be incremental (too slow) (really? check) 18- fix the pod referencing - L<glossary/space> does not get you anywhere.
17- IMPORTANT: user interface (window positions etc.) should be saved, but 19 * possibly look into auto-marking (wiki-style) certain key sequences.
18 b) widget layout is nontrivial as to not obscure map
19 c) need better way to center map then middle-button, maybe map overview
20 (but updates will be slow UPDATE updates are not at all slow).
21- IMPORTANT: animate faces in inventory etc.
22- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
23- IMPORTANT: verify and correct connection-dependent texture management
24 20
25should be solved/investitaged before release: 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- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
34- playerbook/skills should have sensible tooltips with skill descriptions
35- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
36- mapmap (overview) - scroll visible area by clicking/dragging
37- binding window and editor layout broken for long recordings => use scroller
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
40- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
41- what happened to the dialog being shown when modifiers are pressed, showing
42 keybindings for this modifier?
43
44post-1.0:
26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 45- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
27 (after starting, pressing login with connection refused, then close window) 46 (after starting, press quit)
28- flopper/menu imrpovement: 47- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
29 * things that are menus should act more like menus 48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
30 * inmventory etc. should fade-in automatically when used 49 affect neighbouring visible pixels (border bleeding).
31- add menu itemds for inventory items: mark/inscribe etc. 50- examine etc., should use extendeddrawinfo or sth. similar
32- remove wrap_mode hack from texture and make it a per-texture operation 51- player list from server for tell etc. commands
33- enter runmode when cursor-key repeats
34- mapmap (overview) - scroll visible area by clicking/dragging
35- save only dirty cached maps, and save dirty maps != current map 52- save only dirty cached maps, and save dirty maps != current map
36- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
37- maybe move window managing functionality into toplevel
38- better window management (feedback)
39- look into extendedmapinfo 53- look into extendedmapinfo
40- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 54- completer should know more about arguments, e.g. cast summon pet monster,
41 55 or that some commands do not take arguments ("drop all").
42low priority: 56- sliders do not change size after reconfigure.
43- player list from server for tell etc. commands 57- enter runmode when cursor-key repeats (maybe not?)
44- examine etc., should use extendeddrawinfo or sth. similar
45- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
46- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
47- performance: use texture collections for upstream server data instead if gobs 59- performance: use texture collections for upstream server data instead if gobs
48 of small textures. 60 of small textures.
49- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 61- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
50 affect neighbouring visible pixels (border bleeding).
51- pango fontsize measure and decrease to achieve real pixel height
52 62
53TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
64- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
54- palyer peaceful setting should be independen of game peaceful setting 65- palyer peaceful setting should be independen of game peaceful setting
55 (i.e. one should be able to become hostile against guards but still 66 (i.e. one should be able to become hostile against guards but still
56 be peaceful - the palyer peaceful would be toggled by priests and shown 67 be peaceful - the palyer peaceful would be toggled by priests and shown
57 in who, the game peaceful steting would be toggled by the peaceful command 68 in who, the game peaceful steting would be toggled by the peaceful command
58 but not otherwise shown). 69 but not otherwise shown).
59- pippij wants playerstealing to work between hostile players
60- attempt_jump tries to kick jumped-into monster,s but doesn't work 70- attempt_jump tries to kick jumped-into monster,s but doesn't work
61- 1) If you hide, and someone can see you trying to hide, you'll get a 71- 1) If you hide, and someone can see you trying to hide, you'll get a
62 message, even when you can't see that other person. 72 message, even when you can't see that other person.
63- 2) hiding exp is always 1, independant of how difficult it is to hide 73- 2) hiding exp is always 1, independant of how difficult it is to hide
64- 3) jumping into monsters does no damage, even though it's supposed to 74- 3) jumping into monsters does no damage, even though it's supposed to
65 be an attack (mentioned before). You also get no exp for this 75 be an attack (mentioned before). You also get no exp for this
66- 10) (feature request): bug/typo/idea commands to automatically log 76- 10) (feature request): bug/typo/idea commands to automatically log
67 your comments, with the mentioning of the current map (and perhaps an 77 your comments, with the mentioning of the current map (and perhaps an
68 item, if you do 'bug <item>'). 78 item, if you do 'bug <item>').
69 79
70set_face 4783 => 70
71libpng warning: Ignoring gAMA chunk with gamma=0
72allocating id 71
73OK
74set_face 4782 => 71
75libpng warning: Ignoring gAMA chunk with gamma=0
76allocating id 72
77OK
78set_face 4781 => 72
79libpng warning: Ignoring gAMA chunk with gamma=0
80allocating id 73
81OK
82set_face 4784 => 73
83libpng warning: Ignoring gAMA chunk with gamma=0
84 80
81 #TODO#d# display texture cache
82 {
83 glEnable GL_TEXTURE_2D;
84 glBindTexture GL_TEXTURE_2D, 41;
85 glColor 1, 1, 1, 1;
86 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
87 glEnable GL_BLEND;
88 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
89 glBegin GL_QUADS;
90 glTexCoord 0,1; glVertex 0,0;
91 glTexCoord 1,1; glVertex 255,0;
92 glTexCoord 1,0; glVertex 255,255;
93 glTexCoord 0,0; glVertex 0,255;
94 glEnd;
95 glDisable GL_BLEND;
96 glDisable GL_TEXTURE_2D;
97 }
98
99 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.
100 /*first pass*/
101 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 if (premultpliedTransparency)
104 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
105 else
106 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
107 /*render the object here*/
108
109 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:
110 /*second pass*/
111 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114 /*render the object with alpha replaced with 1-a*/
115
116 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:
117 /*third pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(TRUE); /*enable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1*/
122
123

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