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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.74 by root, Wed May 24 03:29:19 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 13- IMPORTANT: server-protocol/upgrade etc.
12 (maybe also for floorbox) 14- IMPORTANT: good installation instructions/problem faq.
13- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14- IMPORTANT: lose/regain mapping might clear messgae log 16- FEATURE: beside the floorbox, have a recent inventory items box
15 (maybe this happens when its being updated when the window isn't mapped => no 17- embedded widgets not always shown at corretc position initially.
16 window context?) 18- fix the pod referencing - L<glossary/space> does not get you anywhere.
17 (this might be fixed now, watch out for it) 19 * possibly look into auto-marking (wiki-style) certain key sequences.
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: message log slider goes too far down.
26- IMPORTANT: focus mapwidget on login
27- IMPORTANT: font reconfigure works very badly.
28 20
29should be solved/investitaged before release: 21should be solved/investigated before 1.0 release:
30- auto-download of all faces from the server in the bg. 22- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
31- many sliders should have labels attached. 23- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
32- widgets need to know about their visibility. the inventory 24- when in history "mode", completer cannot access completions at all
33 completely redraws itself on every animation change, even when its not visible. 25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- cairo/win32 looks like shit (premultiplied alpha bug?) 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:
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 45- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, pressing login with connection refused, then close window) 46 (after starting, press quit)
37- flopper/menu imrpovement: 47- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
38 * 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
39 * inmventory etc. should fade-in automatically when used 49 affect neighbouring visible pixels (border bleeding).
40- add menu itemds for inventory items: mark/inscribe etc. 50- examine etc., should use extendeddrawinfo or sth. similar
41- remove wrap_mode hack from texture and make it a per-texture operation 51- player list from server for tell etc. commands
42- enter runmode when cursor-key repeats 52- save only dirty cached maps, and save dirty maps != current map
43- mapmap (overview) - scroll visible area by clicking/dragging
44- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
45- maybe move window managing functionality into toplevel
46- better window management (graphical feedback)
47
48low priority:
49- alt+2cursor == diagonal
50- look into extendedmapinfo 53- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 54- completer should know more about arguments, e.g. cast summon pet monster,
52- inventory update must be incremental (too slow) (really? check) 55 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. 56- sliders do not change size after reconfigure.
54- player list from server for tell etc. commands 57- 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.). 58- 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 59- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 60 of small textures.
60- 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
61 affect neighbouring visible pixels (border bleeding).
62- pango fontsize measure and decrease to achieve real pixel height
63 62
64TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
64- 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 65- palyer peaceful setting should be independen of game peaceful setting
66 (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
67 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
68 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
69 but not otherwise shown). 69 but not otherwise shown).
70- pippij wants playerstealing to work between hostile players
71- 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
72- 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
73 message, even when you can't see that other person. 72 message, even when you can't see that other person.
74- 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
75- 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
76 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
77- 10) (feature request): bug/typo/idea commands to automatically log 76- 10) (feature request): bug/typo/idea commands to automatically log
78 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
79 item, if you do 'bug <item>'). 78 item, if you do 'bug <item>').
80 79
81set_face 4783 => 70
82libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 71
84OK
85set_face 4782 => 71
86libpng warning: Ignoring gAMA chunk with gamma=0
87allocating id 72
88OK
89set_face 4781 => 72
90libpng warning: Ignoring gAMA chunk with gamma=0
91allocating id 73
92OK
93set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0
95 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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