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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.59 by root, Thu May 18 00:20:29 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: lose/regain mapping might clear messgae log 13- IMPORTANT: server-protocol/upgrade etc.
12 (maybe this happens when its being updated when the window isn't mapped => no 14- IMPORTANT: good installation instructions/problem faq.
13 window context?) 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 16- FEATURE: beside the floorbox, have a recent inventory items box
15- IMPORTANT: '.' in map should repeat last command 17- fix the pod referencing - L<glossary/space> does not get you anywhere.
16- important: center and improve dialogs (create cFClient::UI::Dialog) 18 * possibly look into auto-marking (wiki-style) certain key sequences.
17- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
18- IMPORTANT: inventory update must be incremental (too slow) (really? check)
19- IMPORTANT: user interface (window positions etc.) should be saved, but
20 b) widget layout is nontrivial as to not obscure map
21 c) need better way to center map then middle-button, maybe map overview
22 (but updates will be slow UPDATE updates are not at all slow).
23- IMPORTANT: animate faces in inventory etc.
24- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
25- IMPORTANT: verify and correct connection-dependent texture management
26 19
27should 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:
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, pressing login with connection refused, then close window) 43 (after starting, press quit)
30- flopper/menu imrpovement: 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
31 * things that are menus should act more like menus 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
32 * inmventory etc. should fade-in automatically when used 46 affect neighbouring visible pixels (border bleeding).
33- add menu itemds for inventory items: mark/inscribe etc. 47- examine etc., should use extendeddrawinfo or sth. similar
34- remove wrap_mode hack from texture and make it a per-texture operation 48- player list from server for tell etc. commands
35- enter runmode when cursor-key repeats
36- mapmap (overview) - scroll visible area by clicking/dragging
37- save only dirty cached maps, and save dirty maps != current map 49- save only dirty cached maps, and save dirty maps != current map
38- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
39- maybe move window managing functionality into toplevel
40- better window management (feedback)
41- look into extendedmapinfo 50- look into extendedmapinfo
42- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 51- completer should know more about arguments, e.g. cast summon pet monster,
43 52 or that some commands do not take arguments ("drop all").
44low priority: 53- sliders do not change size after reconfigure.
45- player list from server for tell etc. commands 54- enter runmode when cursor-key repeats (maybe not?)
46- examine etc., should use extendeddrawinfo or sth. similar
47- 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.).
48- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
49- performance: use texture collections for upstream server data instead if gobs 56- performance: use texture collections for upstream server data instead if gobs
50 of small textures. 57 of small textures.
51- 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
52 affect neighbouring visible pixels (border bleeding).
53- pango fontsize measure and decrease to achieve real pixel height
54 59
55TEMPORARY SERVER TODO: 60TEMPORARY SERVER TODO:
61- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
56- palyer peaceful setting should be independen of game peaceful setting 62- palyer peaceful setting should be independen of game peaceful setting
57 (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
58 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
59 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
60 but not otherwise shown). 66 but not otherwise shown).
61- pippij wants playerstealing to work between hostile players
62- 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
63- 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
64 message, even when you can't see that other person. 69 message, even when you can't see that other person.
65- 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
66- 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
67 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
68- 10) (feature request): bug/typo/idea commands to automatically log 73- 10) (feature request): bug/typo/idea commands to automatically log
69 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
70 item, if you do 'bug <item>'). 75 item, if you do 'bug <item>').
71 76
72set_face 4783 => 70
73libpng warning: Ignoring gAMA chunk with gamma=0
74allocating id 71
75OK
76set_face 4782 => 71
77libpng warning: Ignoring gAMA chunk with gamma=0
78allocating id 72
79OK
80set_face 4781 => 72
81libpng warning: Ignoring gAMA chunk with gamma=0
82allocating id 73
83OK
84set_face 4784 => 73
85libpng warning: Ignoring gAMA chunk with gamma=0
86 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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