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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.63 by root, Thu May 18 16:53:55 2006 UTC vs.
Revision 1.257 by root, Tue Apr 10 10:13:10 2007 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
4macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 6http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 7
612:17 <@schmorp> i do list all libs manually for pclient 8- improve smoothing implementation to be cleaner and more efficient.
712:17 <@schmorp> will have to do that for gce too 9- make smoothing a separate setting, or depend on fast&ugly.
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: lose/regain mapping might clear messgae log 11- automccompleter should vanish when its losing focus
12 (maybe this happens when its being updated when the window isn't mapped => no 12- allow inventory window to be stacked vertically, maybe?
13 window context?) 13- ganondorf wants the complete to grow, never shrink
14- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 14- keypad-enter does not do the same as return in text entries
15- IMPORTANT:_ map feedback... e.g. when clicking on it
16- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
17- IMPORTANT: '.' in map should repeat last command
18- important: center and improve dialogs (create cFClient::UI::Dialog)
19- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
20- IMPORTANT: inventory update must be incremental (too slow) (really? check)
21- IMPORTANT: user interface (window positions etc.) should be saved, but
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- IMPORTANT: animate faces in inventory etc.
26- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
27- IMPORTANT: verify and correct connection-dependent texture management
28 15
16- ice in /whalingoutpost/misc/castle1
17 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
18- PANGO: create upstream-patch for inclusion into pango
19- SERVER: document ext/mapinfo and cfplus.ext
20- SERVER: memleak like hell: probably event-related? (probably not real)
21- LONG-TERM: party member health etc. status (needs player list, then trivial)
22- LONG-TERM: map landmark labels
23- LONG-TERM: player on map name
24
25- player speed is only shown as current, not unencumbered max as in gcfclient
26- IMPORTANT: stats during item creation == crash? (reported by Grak)
27- IMPORTANT: server-protocol/upgrade etc.
28- IMPORTANT: good installation instructions/problem faq.
29- IMPORTANT: database creation parameters borked - fix and find upgrad epath
30- FEATURE: beside the floorbox, have a recent inventory items box
31- fix the pod referencing - L<glossary/space> does not get you anywhere.
32 * possibly look into auto-marking (wiki-style) certain key sequences.
33
29should be solved/investitaged before release: 34should be solved/investigated before 1.0 release:
35- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
36- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
37- when in history "mode", completer cannot access completions at all
38- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
39- offer common options such as use_skill sense xxx etc. in inventory via menu?
40- buttons should support hovering visually
41- notebooks should provide visual feedback (support from button class?)
42- floorbox out-of-screen after resizing (schmorp)
43- identify inventory hover slowness and fix it (schmorp)
44- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
45- playerbook/skills should have sensible tooltips with skill descriptions
46- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
47- mapmap (overview) - scroll visible area by clicking/dragging
48- binding window and editor layout broken for long recordings => use scroller
49- maybe open the help viewer on the first start, or a simple dialog that
50 initially lists keybidings for gcfclient converts.
51- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
52- what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier?
54
55post-1.0:
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 56- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, pressing login with connection refused, then close window) 57 (after starting, press quit)
32- flopper/menu imrpovement: 58- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
33 * things that are menus should act more like menus 59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
34 * inmventory etc. should fade-in automatically when used 60 affect neighbouring visible pixels (border bleeding).
35- add menu itemds for inventory items: mark/inscribe etc. 61- examine etc., should use extendeddrawinfo or sth. similar
36- remove wrap_mode hack from texture and make it a per-texture operation 62- player list from server for tell etc. commands
37- enter runmode when cursor-key repeats
38- mapmap (overview) - scroll visible area by clicking/dragging
39- save only dirty cached maps, and save dirty maps != current map 63- save only dirty cached maps, and save dirty maps != current map
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
41- maybe move window managing functionality into toplevel
42- better window management (feedback)
43- look into extendedmapinfo 64- look into extendedmapinfo
44- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 65- completer should know more about arguments, e.g. cast summon pet monster,
45 66 or that some commands do not take arguments ("drop all").
46low priority: 67- sliders do not change size after reconfigure.
47- player list from server for tell etc. commands 68- enter runmode when cursor-key repeats (maybe not?)
48- examine etc., should use extendeddrawinfo or sth. similar
49- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
50- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
51- performance: use texture collections for upstream server data instead if gobs 70- performance: use texture collections for upstream server data instead if gobs
52 of small textures. 71 of small textures.
53- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 72- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
54 affect neighbouring visible pixels (border bleeding).
55- pango fontsize measure and decrease to achieve real pixel height
56 73
57TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
58- palyer peaceful setting should be independen of game peaceful setting 76- palyer peaceful setting should be independen of game peaceful setting
59 (i.e. one should be able to become hostile against guards but still 77 (i.e. one should be able to become hostile against guards but still
60 be peaceful - the palyer peaceful would be toggled by priests and shown 78 be peaceful - the palyer peaceful would be toggled by priests and shown
61 in who, the game peaceful steting would be toggled by the peaceful command 79 in who, the game peaceful steting would be toggled by the peaceful command
62 but not otherwise shown). 80 but not otherwise shown).
63- pippij wants playerstealing to work between hostile players
64- attempt_jump tries to kick jumped-into monster,s but doesn't work 81- attempt_jump tries to kick jumped-into monster,s but doesn't work
65- 1) If you hide, and someone can see you trying to hide, you'll get a 82- 1) If you hide, and someone can see you trying to hide, you'll get a
66 message, even when you can't see that other person. 83 message, even when you can't see that other person.
67- 2) hiding exp is always 1, independant of how difficult it is to hide 84- 2) hiding exp is always 1, independant of how difficult it is to hide
68- 3) jumping into monsters does no damage, even though it's supposed to 85- 3) jumping into monsters does no damage, even though it's supposed to
69 be an attack (mentioned before). You also get no exp for this 86 be an attack (mentioned before). You also get no exp for this
70- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
71 your comments, with the mentioning of the current map (and perhaps an 88 your comments, with the mentioning of the current map (and perhaps an
72 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
73 90
74set_face 4783 => 70
75libpng warning: Ignoring gAMA chunk with gamma=0
76allocating id 71
77OK
78set_face 4782 => 71
79libpng warning: Ignoring gAMA chunk with gamma=0
80allocating id 72
81OK
82set_face 4781 => 72
83libpng warning: Ignoring gAMA chunk with gamma=0
84allocating id 73
85OK
86set_face 4784 => 73
87libpng warning: Ignoring gAMA chunk with gamma=0
88 91
92 #TODO#d# display texture cache
93 {
94 glEnable GL_TEXTURE_2D;
95 glBindTexture GL_TEXTURE_2D, 41;
96 glColor 1, 1, 1, 1;
97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
98 glEnable GL_BLEND;
99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
100 glBegin GL_QUADS;
101 glTexCoord 0,1; glVertex 0,0;
102 glTexCoord 1,1; glVertex 255,0;
103 glTexCoord 1,0; glVertex 255,255;
104 glTexCoord 0,0; glVertex 0,255;
105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
109
110 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.
111 /*first pass*/
112 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
113 glDepthMask(FALSE); /*disable Z buffer*/
114 if (premultpliedTransparency)
115 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
116 else
117 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
118 /*render the object here*/
119
120 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:
121 /*second pass*/
122 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
125 /*render the object with alpha replaced with 1-a*/
126
127 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:
128 /*third pass*/
129 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130 glDepthMask(TRUE); /*enable Z buffer*/
131 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132 /*render the object with alpha replaced with 1*/
133
134

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