--- deliantra/Deliantra-Client/TODO 2006/05/24 03:55:08 1.76 +++ deliantra/Deliantra-Client/TODO 2006/12/12 23:59:13 1.250 @@ -1,73 +1,72 @@ http://www.vionline.com/sound.html http://www.stonewashed.net/2.html - + http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html -12:17 <@schmorp> i do list all libs manually for pclient -12:17 <@schmorp> will have to do that for gce too -12:17 <@schmorp> remind me of it -12:17 <@schmorp> qwhen i next bundle it - -- IMPORTANT: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop - (maybe also for floorbox) -- IMPORTANT: win32, fow_tetxure sometimes nukes other textures -- IMPORTANT: lose/regain mapping might clear messgae log - (maybe this happens when its being updated when the window isn't mapped => no - window context?) - (this might be fixed now, watch out for it) -- IMPORTANT:_ map feedback... e.g. when clicking on it -- IMPORTANT: ' and " and / should go into compketer :) -- IMPORTANT: '.' in map should repeat last command -- IMPORTANT: user interface (window positions etc.) should be saved, but - b) widget layout is nontrivial as to not obscure map - c) need better way to center map then middle-button, maybe map overview - (but updates will be slow UPDATE updates are not at all slow). -- IMPORTANT: focus mapwidget on login -- IMPORTANT: font reconfigure works very badly. - -should be solved/investitaged before release: -- auto-download of all faces from the server in the bg. -- many sliders should have labels attached. -- widgets need to know about their visibility. the inventory - completely redraws itself on every animation change, even when its not visible. -- cairo/win32 looks like shit (premultiplied alpha bug?) -- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. - (after starting, pressing login with connection refused, then close window) -- flopper/menu imrpovement: - * things that are menus should act more like menus - * inmventory etc. should fade-in automatically when used -- add menu itemds for inventory items: mark/inscribe etc. -- remove wrap_mode hack from texture and make it a per-texture operation -- enter runmode when cursor-key repeats +- ganondorf wants the complete to grow, never shrink + +- PANGO: create upstream-patch for inclusion into pango +- SERVER: document ext/mapinfo and cfplus.ext +- SERVER: memleak like hell: probably event-related? (probably not real) +- LONG-TERM: party member health etc. status (needs player list, then trivial) +- LONG-TERM: map landmark labels +- LONG-TERM: player on map name + +- IMPORTANT: stats during item creation == crash? (reported by Grak) +- IMPORTANT: server-protocol/upgrade etc. +- IMPORTANT: good installation instructions/problem faq. +- IMPORTANT: database creation parameters borked - fix and find upgrad epath +- FEATURE: beside the floorbox, have a recent inventory items box +- fix the pod referencing - L does not get you anywhere. + * possibly look into auto-marking (wiki-style) certain key sequences. + +should be solved/investigated before 1.0 release: +- maybe embed buttons for stuff liek accept-invitation, bind spell etc. +- (schmorp) L not working. L should look like bbb. Maybe support // and *? +- when in history "mode", completer cannot access completions at all +- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! +- offer common options such as use_skill sense xxx etc. in inventory via menu? +- buttons should support hovering visually +- notebooks should provide visual feedback (support from button class?) +- floorbox out-of-screen after resizing (schmorp) +- identify inventory hover slowness and fix it (schmorp) +- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. +- playerbook/skills should have sensible tooltips with skill descriptions +- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) - mapmap (overview) - scroll visible area by clicking/dragging -- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges -- maybe move window managing functionality into toplevel -- better window management (graphical feedback) - -low priority: -- textview should not snap to bottom on resize. -- alt+2cursor == diagonal -- look into extendedmapinfo -- save only dirty cached maps, and save dirty maps != current map -- inventory update must be incremental (too slow) (really? check) -- try to synchronize local animation speed with server updates to save on screen refreshes. -- player list from server for tell etc. commands +- binding window and editor layout broken for long recordings => use scroller +- maybe open the help viewer on the first start, or a simple dialog that + initially lists keybidings for gcfclient converts. +- maybe the top fancyframe border should be larger (for close button and title to be more visible?) +- what happened to the dialog being shown when modifiers are pressed, showing + keybindings for this modifier? + +post-1.0: +- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. + (after starting, press quit) +- currently the font texture cache leaks "memory" (see texcache.c:tc_put) +- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively + affect neighbouring visible pixels (border bleeding). - examine etc., should use extendeddrawinfo or sth. similar +- player list from server for tell etc. commands +- save only dirty cached maps, and save dirty maps != current map +- look into extendedmapinfo +- completer should know more about arguments, e.g. cast summon pet monster, + or that some commands do not take arguments ("drop all"). +- sliders do not change size after reconfigure. +- enter runmode when cursor-key repeats (maybe not?) - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). -- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too - performance: use texture collections for upstream server data instead if gobs of small textures. -- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively - affect neighbouring visible pixels (border bleeding). -- pango fontsize measure and decrease to achieve real pixel height +- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not TEMPORARY SERVER TODO: +- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) - palyer peaceful setting should be independen of game peaceful setting (i.e. one should be able to become hostile against guards but still be peaceful - the palyer peaceful would be toggled by priests and shown in who, the game peaceful steting would be toggled by the peaceful command but not otherwise shown). -- pippij wants playerstealing to work between hostile players - attempt_jump tries to kick jumped-into monster,s but doesn't work - 1) If you hide, and someone can see you trying to hide, you'll get a message, even when you can't see that other person. @@ -78,18 +77,47 @@ your comments, with the mentioning of the current map (and perhaps an item, if you do 'bug '). -set_face 4783 => 70 -libpng warning: Ignoring gAMA chunk with gamma=0 -allocating id 71 -OK -set_face 4782 => 71 -libpng warning: Ignoring gAMA chunk with gamma=0 -allocating id 72 -OK -set_face 4781 => 72 -libpng warning: Ignoring gAMA chunk with gamma=0 -allocating id 73 -OK -set_face 4784 => 73 -libpng warning: Ignoring gAMA chunk with gamma=0 + + #TODO#d# display texture cache + { + glEnable GL_TEXTURE_2D; + glBindTexture GL_TEXTURE_2D, 41; + glColor 1, 1, 1, 1; + glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; + glEnable GL_BLEND; + glBlendFunc GL_SRC_ALPHA, GL_ZERO; + glBegin GL_QUADS; + glTexCoord 0,1; glVertex 0,0; + glTexCoord 1,1; glVertex 255,0; + glTexCoord 1,0; glVertex 255,255; + glTexCoord 0,0; glVertex 0,255; + glEnd; + glDisable GL_BLEND; + glDisable GL_TEXTURE_2D; + } + + 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. + /*first pass*/ + glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ + glDepthMask(FALSE); /*disable Z buffer*/ + if (premultpliedTransparency) + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + else + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + /*render the object here*/ + + 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: + /*second pass*/ + glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ + glDepthMask(FALSE); /*disable Z buffer*/ + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + /*render the object with alpha replaced with 1-a*/ + + 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: + /*third pass*/ + glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ + glDepthMask(TRUE); /*enable Z buffer*/ + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + /*render the object with alpha replaced with 1*/ +