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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.68 by root, Mon May 22 01:28:06 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: skill-pod benutzen! 13- IMPORTANT: stats during item creation == crash? (reported by Grak)
12- IMPORTANT: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 14- IMPORTANT: server-protocol/upgrade etc.
13 (maybe also for floorbox) 15- IMPORTANT: good installation instructions/problem faq.
14- IMPORTANT: quit-button, somewhere! 16- IMPORTANT: database creation parameters borked - fix and find upgrad epath
15 * dialog, der warnt ein savebed aufzusuchen. 17- FEATURE: beside the floorbox, have a recent inventory items box
16- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 18- fix the pod referencing - L<glossary/space> does not get you anywhere.
17- IMPORTANT: lose/regain mapping might clear messgae log 19 * possibly look into auto-marking (wiki-style) certain key sequences.
18 (maybe this happens when its being updated when the window isn't mapped => no
19 window context?)
20- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
23- IMPORTANT: '.' in map should repeat last command
24- important: center and improve dialogs (create cFClient::UI::Dialog)
25- IMPORTANT: user interface (window positions etc.) should be saved, but
26 b) widget layout is nontrivial as to not obscure map
27 c) need better way to center map then middle-button, maybe map overview
28 (but updates will be slow UPDATE updates are not at all slow).
29- IMPORTANT: verify and correct connection-dependent texture management
30- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
31- IMPORTANT: message log slider goes too far down.
32- IMPORTANT: focus mapwidget on login
33- IMPORTANT: font reconfigure works very badly.
34 20
35should be solved/investitaged before release: 21should be solved/investigated before 1.0 release:
36- cairo/win32 looks like shit (premultiplied alpha bug?) 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
35- binding window and editor layout broken for long recordings => use scroller
36- maybe open the help viewer on the first start, or a simple dialog that
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?
41
42post-1.0:
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 43- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, pressing login with connection refused, then close window) 44 (after starting, press quit)
39- flopper/menu imrpovement: 45- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
40 * 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
41 * inmventory etc. should fade-in automatically when used 47 affect neighbouring visible pixels (border bleeding).
42- add menu itemds for inventory items: mark/inscribe etc. 48- examine etc., should use extendeddrawinfo or sth. similar
43- remove wrap_mode hack from texture and make it a per-texture operation 49- player list from server for tell etc. commands
44- enter runmode when cursor-key repeats
45- mapmap (overview) - scroll visible area by clicking/dragging
46- save only dirty cached maps, and save dirty maps != current map 50- save only dirty cached maps, and save dirty maps != current map
47- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
48- maybe move window managing functionality into toplevel
49- better window management (feedback)
50- look into extendedmapinfo 51- look into extendedmapinfo
51- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 52- completer should know more about arguments, e.g. cast summon pet monster,
52 53 or that some commands do not take arguments ("drop all").
53low priority: 54- sliders do not change size after reconfigure.
54- inventory update must be incremental (too slow) (really? check) 55- enter runmode when cursor-key repeats (maybe not?)
55- try to synchronize local animation speed with server updates to save on screen refreshes.
56- player list from server for tell etc. commands
57- examine etc., should use extendeddrawinfo or sth. similar
58- 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.).
59- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
60- performance: use texture collections for upstream server data instead if gobs 57- performance: use texture collections for upstream server data instead if gobs
61 of small textures. 58 of small textures.
62- 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
63 affect neighbouring visible pixels (border bleeding).
64- pango fontsize measure and decrease to achieve real pixel height
65 60
66TEMPORARY SERVER TODO: 61TEMPORARY SERVER TODO:
62- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
67- palyer peaceful setting should be independen of game peaceful setting 63- palyer peaceful setting should be independen of game peaceful setting
68 (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
69 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
70 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
71 but not otherwise shown). 67 but not otherwise shown).
72- pippij wants playerstealing to work between hostile players
73- 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
74- 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
75 message, even when you can't see that other person. 70 message, even when you can't see that other person.
76- 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
77- 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
78 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
79- 10) (feature request): bug/typo/idea commands to automatically log 74- 10) (feature request): bug/typo/idea commands to automatically log
80 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
81 item, if you do 'bug <item>'). 76 item, if you do 'bug <item>').
82 77
83set_face 4783 => 70
84libpng warning: Ignoring gAMA chunk with gamma=0
85allocating id 71
86OK
87set_face 4782 => 71
88libpng warning: Ignoring gAMA chunk with gamma=0
89allocating id 72
90OK
91set_face 4781 => 72
92libpng warning: Ignoring gAMA chunk with gamma=0
93allocating id 73
94OK
95set_face 4784 => 73
96libpng warning: Ignoring gAMA chunk with gamma=0
97 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

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