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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.103 by root, Thu Jun 1 01:05:14 2006 UTC vs.
Revision 1.250 by root, Tue Dec 12 23:59:13 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- ganondorf wants the complete to grow, never shrink
712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 7
11- IMPORTANT: toplevel geometry is not respected on moves. 8- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: user_x/user_y for layout setting 9- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 10- SERVER: memleak like hell: probably event-related? (probably not real)
14- IMPORTANT: statusbox update timer 11- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- IMPORTANT: statusbox tooltip must not go away on updates 12- LONG-TERM: map landmark labels
16- IMPORTANT: history for completer (cursor-up) 13- LONG-TERM: player on map name
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
19 (mostly fixed, but still there: displays list and texture uploads do not go well together)
20- IMPORTANT:_ map feedback... e.g. when clicking on it
21- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
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 14
15- IMPORTANT: stats during item creation == crash? (reported by Grak)
16- IMPORTANT: server-protocol/upgrade etc.
17- IMPORTANT: good installation instructions/problem faq.
18- IMPORTANT: database creation parameters borked - fix and find upgrad epath
19- FEATURE: beside the floorbox, have a recent inventory items box
20- fix the pod referencing - L<glossary/space> does not get you anywhere.
21 * possibly look into auto-marking (wiki-style) certain key sequences.
22
26should be solved/investitaged before release: 23should be solved/investigated before 1.0 release:
27- log messages received and commands sent to ~/.crossfire/log.$ip 24- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
28- the binding editor should have a append-record mode or something like that 25- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
29- rethink message display in lower left corner 26- when in history "mode", completer cannot access completions at all
30- the inventory 27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
31 completely redraws itself on every animation change, even when its not visible. 28- offer common options such as use_skill sense xxx etc. in inventory via menu?
32- cairo/win32 looks like shit (premultiplied alpha bug?) 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:
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 45- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit) 46 (after starting, press quit)
35- flopper/menu imrpovement: 47- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
36 * 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
37 * inmventory etc. should fade-in automatically when used 49 affect neighbouring visible pixels (border bleeding).
38- add menu itemds for inventory items: mark/inscribe etc. 50- examine etc., should use extendeddrawinfo or sth. similar
39- remove wrap_mode hack from texture and make it a per-texture operation 51- player list from server for tell etc. commands
40- enter runmode when cursor-key repeats 52- save only dirty cached maps, and save dirty maps != current map
41- mapmap (overview) - scroll visible area by clicking/dragging 53- look into extendedmapinfo
42- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
43- maybe move window managing functionality into toplevel
44- better window management (graphical feedback)
45- the player weight somehow updates strangely when dropping/picking up
46
47low priority:
48- completer should know more about arguments, e.g. cast summon pet monster, 54- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all"). 55 or that some commands do not take arguments ("drop all").
50- textview should not snap to bottom on resize. 56- sliders do not change size after reconfigure.
51- alt+cursor == diagonal 57- enter runmode when cursor-key repeats (maybe not?)
52- look into extendedmapinfo
53- save only dirty cached maps, and save dirty maps != current map
54- inventory update must be incremental (too slow) (really? check)
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.). 58- 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 59- performance: use texture collections for upstream server data instead if gobs
61 of small textures. 60 of small textures.
62- 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
63 affect neighbouring visible pixels (border bleeding).
64- pango fontsize measure and decrease to achieve real pixel height
65 62
66TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
64- 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 65- palyer peaceful setting should be independen of game peaceful setting
68 (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
69 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
70 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
71 but not otherwise shown). 69 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 70- 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 71- 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. 72 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 73- 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 74- 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 75 be an attack (mentioned before). You also get no exp for this
79- 10) (feature request): bug/typo/idea commands to automatically log 76- 10) (feature request): bug/typo/idea commands to automatically log
80 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
81 item, if you do 'bug <item>'). 78 item, if you do 'bug <item>').
82 79
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 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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