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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.51 by root, Wed May 17 10:00:19 2006 UTC vs.
Revision 1.247 by root, Mon Nov 20 16:41:46 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 update must be incremental (too slow) (really? check) 13- IMPORTANT: server-protocol/upgrade etc.
12- IMPORTANT: user interface (window positions etc.) should be saved, but 14- IMPORTANT: good installation instructions/problem faq.
13 b) widget layout is nontrivial as to not obscure map 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14 c) need better way to center map then middle-button, maybe map overview 16- FEATURE: beside the floorbox, have a recent inventory items box
15 (but updates will be slow UPDATE updates are not at all slow). 17- fix the pod referencing - L<glossary/space> does not get you anywhere.
16- IMPORTANT: animate faces in inventory etc. 18 * possibly look into auto-marking (wiki-style) certain key sequences.
17- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
18- IMPORTANT: verify and correct connection-dependent texture management
19 19
20should be solved/investitaged before release: 20should be solved/investigated before 1.0 release:
21- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
22- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
23- when in history "mode", completer cannot access completions at all
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- offer common options such as use_skill sense xxx etc. in inventory via menu?
26- buttons should support hovering visually
27- notebooks should provide visual feedback (support from button class?)
28- floorbox out-of-screen after resizing (schmorp)
29- identify inventory hover slowness and fix it (schmorp)
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31- playerbook/skills should have sensible tooltips with skill descriptions
32- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
33- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings => use scroller
35- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts.
37- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
38- what happened to the dialog being shown when modifiers are pressed, showing
39 keybindings for this modifier?
40
41post-1.0:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing login with connection refused, then close window) 43 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
24- enter runmode when cursor-key repeats 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
25- mapmap (overview) - scroll visible area by clicking/dragging 46 affect neighbouring visible pixels (border bleeding).
47- examine etc., should use extendeddrawinfo or sth. similar
48- player list from server for tell etc. commands
26- save only dirty cached maps, and save dirty maps != current map 49- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 50- look into extendedmapinfo
28- mesa-rendering of textview shows only garbage and/or another texture 51- completer should know more about arguments, e.g. cast summon pet monster,
29- maybe move window managing functionality into toplevel 52 or that some commands do not take arguments ("drop all").
30- look into extendeddrawinfo and extendedmapinfo 53- sliders do not change size after reconfigure.
31- update/check_size should be done at most once/frame/widget. 54- enter runmode when cursor-key repeats (maybe not?)
32
33low priority:
34- player list form server for tell etc. commands
35- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
36- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
37- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
38- performance: use texture collections for upstream server data instead if gobs 56- performance: use texture collections for upstream server data instead if gobs
39 of small textures. 57 of small textures.
40- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 58- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
41 affect neighbouring visible pixels (border bleeding).
42- pango fontsize measure and decrease to achieve real pixel height
43 59
44TEMPORARY SERVER TODO: 60TEMPORARY SERVER TODO:
61- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
45- palyer peaceful setting should be independen of game peaceful setting 62- palyer peaceful setting should be independen of game peaceful setting
46 (i.e. one should be able to become hostile against guards but still 63 (i.e. one should be able to become hostile against guards but still
47 be peaceful - the palyer peaceful would be toggled by priests and shown 64 be peaceful - the palyer peaceful would be toggled by priests and shown
48 in who, the game peaceful steting would be toggled by the peaceful command 65 in who, the game peaceful steting would be toggled by the peaceful command
49 but not otherwise shown). 66 but not otherwise shown).
50- pippij wants playerstealing to work between hostile players
51- schmorp wants to rework the who output format
52- attempt_jump tries to kick jumped-into monster,s but doesn't work 67- attempt_jump tries to kick jumped-into monster,s but doesn't work
53- 1) If you hide, and someone can see you trying to hide, you'll get a 68- 1) If you hide, and someone can see you trying to hide, you'll get a
54 message, even when you can't see that other person. 69 message, even when you can't see that other person.
55- 2) hiding exp is always 1, independant of how difficult it is to hide 70- 2) hiding exp is always 1, independant of how difficult it is to hide
56- 3) jumping into monsters does no damage, even though it's supposed to 71- 3) jumping into monsters does no damage, even though it's supposed to
57 be an attack (mentioned before). You also get no exp for this 72 be an attack (mentioned before). You also get no exp for this
58- 10) (feature request): bug/typo/idea commands to automatically log 73- 10) (feature request): bug/typo/idea commands to automatically log
59 your comments, with the mentioning of the current map (and perhaps an 74 your comments, with the mentioning of the current map (and perhaps an
60 item, if you do 'bug <item>'). 75 item, if you do 'bug <item>').
61 76
62set_face 4783 => 70
63libpng warning: Ignoring gAMA chunk with gamma=0
64allocating id 71
65OK
66set_face 4782 => 71
67libpng warning: Ignoring gAMA chunk with gamma=0
68allocating id 72
69OK
70set_face 4781 => 72
71libpng warning: Ignoring gAMA chunk with gamma=0
72allocating id 73
73OK
74set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0
76 77
78 #TODO#d# display texture cache
79 {
80 glEnable GL_TEXTURE_2D;
81 glBindTexture GL_TEXTURE_2D, 41;
82 glColor 1, 1, 1, 1;
83 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
84 glEnable GL_BLEND;
85 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
86 glBegin GL_QUADS;
87 glTexCoord 0,1; glVertex 0,0;
88 glTexCoord 1,1; glVertex 255,0;
89 glTexCoord 1,0; glVertex 255,255;
90 glTexCoord 0,0; glVertex 0,255;
91 glEnd;
92 glDisable GL_BLEND;
93 glDisable GL_TEXTURE_2D;
94 }
95
96 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.
97 /*first pass*/
98 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
99 glDepthMask(FALSE); /*disable Z buffer*/
100 if (premultpliedTransparency)
101 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
102 else
103 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
104 /*render the object here*/
105
106 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:
107 /*second pass*/
108 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
109 glDepthMask(FALSE); /*disable Z buffer*/
110 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
111 /*render the object with alpha replaced with 1-a*/
112
113 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:
114 /*third pass*/
115 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
116 glDepthMask(TRUE); /*enable Z buffer*/
117 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
118 /*render the object with alpha replaced with 1*/
119
120

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