ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.117 by root, Sat Jun 3 22:20:51 2006 UTC vs.
Revision 1.248 by root, Sun Dec 3 01:03:49 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: invite (and maybe others) _need_ to be documented 13- IMPORTANT: stats during item creation == crash? (reported by Grak)
12- IMPORTANT: message log window often loses contents after refreshes/res switches 14- IMPORTANT: server-protocol/upgrade etc.
13 (m,aybe not, maybe after loging out and in again?) 15- IMPORTANT: good installation instructions/problem faq.
14- IMPORTANT: toplevel geometry is not respected on moves. 16- IMPORTANT: database creation parameters borked - fix and find upgrad epath
15- IMPORTANT: statusbox update timer 17- FEATURE: beside the floorbox, have a recent inventory items box
16- IMPORTANT: statusbox tooltip must not go away on updates 18- fix the pod referencing - L<glossary/space> does not get you anywhere.
17- IMPORTANT: history for completer (cursor-up) 19 * possibly look into auto-marking (wiki-style) certain key sequences.
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
19- IMPORTANT:_ map feedback... e.g. when clicking on it
20- IMPORTANT: stats window looks like shit initially (widget allocation?)
21 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- offer common options such as use_skill sense xxx etc. in inventory via menu?
27- buttons should support hovering visually
28- notebooks should provide visual feedback (support from button class?)
29- floorbox out-of-screen after resizing (schmorp)
30- identify inventory hover slowness and fix it (schmorp)
31- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32- playerbook/skills should have sensible tooltips with skill descriptions
33- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
34- mapmap (overview) - scroll visible area by clicking/dragging
22- binding window and editor layout broken for long recordings 35- binding window and editor layout broken for long recordings => use scroller
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 36- maybe open the help viewer on the first start, or a simple dialog that
24- minor: skill list which shows XP and lets u bind stuff 37 initially lists keybidings for gcfclient converts.
38- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
39- what happened to the dialog being shown when modifiers are pressed, showing
40 keybindings for this modifier?
25 41
26should be solved/investitaged before release: 42post-1.0:
27- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
28 and add column titles (also for other tables like inventory and bindings)
29- log messages received and commands sent to ~/.crossfire/log.$ip
30- the binding editor should have a append-record mode or something like that
31- rethink message display in lower left corner
32- cairo/win32 looks like shit (premultiplied alpha bug?)
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 43- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit) 44 (after starting, press quit)
35- flopper/menu imrpovement: 45- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
36 * things that are menus should act more like menus 46- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
37- better focus management: put focus onto active windows, remove it again later 47 affect neighbouring visible pixels (border bleeding).
38- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 48- examine etc., should use extendeddrawinfo or sth. similar
39- enter runmode when cursor-key repeats (maybe not?) 49- player list from server for tell etc. commands
40- mapmap (overview) - scroll visible area by clicking/dragging 50- save only dirty cached maps, and save dirty maps != current map
41- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 51- look into extendedmapinfo
42- maybe move window managing functionality into toplevel
43- better window management (graphical feedback)
44- the player weight somehow updates strangely when dropping/picking up
45
46low priority:
47- win32, fow_tetxure sometimes nukes other textures
48 (mostly fixed, but still there: displays list and texture uploads do not go well together)
49- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
50- completer should know more about arguments, e.g. cast summon pet monster, 52- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all"). 53 or that some commands do not take arguments ("drop all").
52- textview should not snap to bottom on resize. 54- sliders do not change size after reconfigure.
53- alt+cursor == diagonal 55- enter runmode when cursor-key repeats (maybe not?)
54- look into extendedmapinfo
55- save only dirty cached maps, and save dirty maps != current map
56- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
61- performance: use texture collections for upstream server data instead if gobs 57- performance: use texture collections for upstream server data instead if gobs
62 of small textures. 58 of small textures.
63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 59- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
64 affect neighbouring visible pixels (border bleeding).
65- pango fontsize measure and decrease to achieve real pixel height
66 60
67TEMPORARY SERVER TODO: 61TEMPORARY SERVER TODO:
62- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting 63- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 64 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown 65 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command 66 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown). 67 but not otherwise shown).
73- pippij wants playerstealing to work between hostile players
74- attempt_jump tries to kick jumped-into monster,s but doesn't work 68- attempt_jump tries to kick jumped-into monster,s but doesn't work
75- 1) If you hide, and someone can see you trying to hide, you'll get a 69- 1) If you hide, and someone can see you trying to hide, you'll get a
76 message, even when you can't see that other person. 70 message, even when you can't see that other person.
77- 2) hiding exp is always 1, independant of how difficult it is to hide 71- 2) hiding exp is always 1, independant of how difficult it is to hide
78- 3) jumping into monsters does no damage, even though it's supposed to 72- 3) jumping into monsters does no damage, even though it's supposed to
79 be an attack (mentioned before). You also get no exp for this 73 be an attack (mentioned before). You also get no exp for this
80- 10) (feature request): bug/typo/idea commands to automatically log 74- 10) (feature request): bug/typo/idea commands to automatically log
81 your comments, with the mentioning of the current map (and perhaps an 75 your comments, with the mentioning of the current map (and perhaps an
82 item, if you do 'bug <item>'). 76 item, if you do 'bug <item>').
83 77
84set_face 4783 => 70
85libpng warning: Ignoring gAMA chunk with gamma=0
86allocating id 71
87OK
88set_face 4782 => 71
89libpng warning: Ignoring gAMA chunk with gamma=0
90allocating id 72
91OK
92set_face 4781 => 72
93libpng warning: Ignoring gAMA chunk with gamma=0
94allocating id 73
95OK
96set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0
98 78
79 #TODO#d# display texture cache
80 {
81 glEnable GL_TEXTURE_2D;
82 glBindTexture GL_TEXTURE_2D, 41;
83 glColor 1, 1, 1, 1;
84 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
85 glEnable GL_BLEND;
86 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
87 glBegin GL_QUADS;
88 glTexCoord 0,1; glVertex 0,0;
89 glTexCoord 1,1; glVertex 255,0;
90 glTexCoord 1,0; glVertex 255,255;
91 glTexCoord 0,0; glVertex 0,255;
92 glEnd;
93 glDisable GL_BLEND;
94 glDisable GL_TEXTURE_2D;
95 }
96
97 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.
98 /*first pass*/
99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
100 glDepthMask(FALSE); /*disable Z buffer*/
101 if (premultpliedTransparency)
102 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
103 else
104 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
105 /*render the object here*/
106
107 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:
108 /*second pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1-a*/
113
114 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:
115 /*third pass*/
116 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
117 glDepthMask(TRUE); /*enable Z buffer*/
118 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
119 /*render the object with alpha replaced with 1*/
120
121

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines