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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 1.258 by root, Fri Apr 27 00:59:14 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
4[2007-04-27 00:03] [#schmorp] Scara> hab daf�r grad nen fatal gehabt
5[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at script/cfplus line 0
6[2007-04-27 00:02] [#schmorp] Scara> __par_pl::BEGIN() called at script/cfplus line 0
7[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at -e line 171
8[2007-04-27 00:02] [#schmorp] Scara> PAR::import('PAR') called at -e line 885
9[2007-04-27 00:02] [#schmorp] Scara> C:/Perl/site/lib/PAR.pm line 404
10[2007-04-27 00:02] [#schmorp] Scara> PAR::_run_member('Archive::Zip::ZipFileMember=HASH(0xf515d8)') called at
11[2007-04-27 00:02] [#schmorp] Scara> require main called at C:/Perl/site/lib/PAR.pm line 554
12[2007-04-27 00:02] [#schmorp] Scara> at script/main.pl line 4
13[2007-04-27 00:02] [#schmorp] Scara> PAR::_run_member('Archive::Zip::ZipFileMember=HASH(0xf51488)', 1) called
14[2007-04-27 00:02] [#schmorp] Scara> require main called at C:/Perl/site/lib/PAR.pm line 554
15[2007-04-27 00:02] [#schmorp] Scara> Event::loop() called at script/cfplus line 2256
16[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at Event.pm line 164
17[2007-04-27 00:02] [#schmorp] Scara> at Event.pm line 164
18[2007-04-27 00:02] [#schmorp] Scara> FATAL: substr outside of string at CFPlus/UI.pm line 2003.
19^^^^ beim edieren von bindings
20
21macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
22
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 23http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 24
612:17 <@schmorp> i do list all libs manually for pclient 25- improve smoothing implementation to be cleaner and more efficient.
712:17 <@schmorp> will have to do that for gce too 26- 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 27
11- IMPORTANT: lose/regain mapping might clear messgae log 28- automccompleter should vanish when its losing focus
12 (maybe this happens when its being updated when the window isn't mapped => no 29- allow inventory window to be stacked vertically, maybe?
13 window context?) 30- ganondorf wants the complete to grow, never shrink
14- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 31- 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 32
33- ice in /whalingoutpost/misc/castle1
34 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
35- PANGO: create upstream-patch for inclusion into pango
36- SERVER: document ext/mapinfo and cfplus.ext
37- SERVER: memleak like hell: probably event-related? (probably not real)
38- LONG-TERM: party member health etc. status (needs player list, then trivial)
39- LONG-TERM: map landmark labels
40- LONG-TERM: player on map name
41
42- player speed is only shown as current, not unencumbered max as in gcfclient
43- IMPORTANT: stats during item creation == crash? (reported by Grak)
44- IMPORTANT: server-protocol/upgrade etc.
45- IMPORTANT: good installation instructions/problem faq.
46- IMPORTANT: database creation parameters borked - fix and find upgrad epath
47- FEATURE: beside the floorbox, have a recent inventory items box
48- fix the pod referencing - L<glossary/space> does not get you anywhere.
49 * possibly look into auto-marking (wiki-style) certain key sequences.
50
29should be solved/investitaged before release: 51should be solved/investigated before 1.0 release:
52- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
53- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
54- when in history "mode", completer cannot access completions at all
55- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
56- offer common options such as use_skill sense xxx etc. in inventory via menu?
57- buttons should support hovering visually
58- notebooks should provide visual feedback (support from button class?)
59- floorbox out-of-screen after resizing (schmorp)
60- identify inventory hover slowness and fix it (schmorp)
61- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
62- playerbook/skills should have sensible tooltips with skill descriptions
63- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
64- mapmap (overview) - scroll visible area by clicking/dragging
65- binding window and editor layout broken for long recordings => use scroller
66- maybe open the help viewer on the first start, or a simple dialog that
67 initially lists keybidings for gcfclient converts.
68- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
69- what happened to the dialog being shown when modifiers are pressed, showing
70 keybindings for this modifier?
71
72post-1.0:
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 73- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, pressing login with connection refused, then close window) 74 (after starting, press quit)
32- flopper/menu imrpovement: 75- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
33 * things that are menus should act more like menus 76- 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 77 affect neighbouring visible pixels (border bleeding).
35- add menu itemds for inventory items: mark/inscribe etc. 78- examine etc., should use extendeddrawinfo or sth. similar
36- remove wrap_mode hack from texture and make it a per-texture operation 79- 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 80- 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 81- look into extendedmapinfo
44- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 82- completer should know more about arguments, e.g. cast summon pet monster,
45 83 or that some commands do not take arguments ("drop all").
46low priority: 84- sliders do not change size after reconfigure.
47- player list from server for tell etc. commands 85- 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.). 86- 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 87- performance: use texture collections for upstream server data instead if gobs
52 of small textures. 88 of small textures.
53- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 89- 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 90
57TEMPORARY SERVER TODO: 91TEMPORARY SERVER TODO:
92- 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 93- palyer peaceful setting should be independen of game peaceful setting
59 (i.e. one should be able to become hostile against guards but still 94 (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 95 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 96 in who, the game peaceful steting would be toggled by the peaceful command
62 but not otherwise shown). 97 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 98- 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 99- 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. 100 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 101- 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 102- 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 103 be an attack (mentioned before). You also get no exp for this
70- 10) (feature request): bug/typo/idea commands to automatically log 104- 10) (feature request): bug/typo/idea commands to automatically log
71 your comments, with the mentioning of the current map (and perhaps an 105 your comments, with the mentioning of the current map (and perhaps an
72 item, if you do 'bug <item>'). 106 item, if you do 'bug <item>').
73 107
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
88 108
109 #TODO#d# display texture cache
110 {
111 glEnable GL_TEXTURE_2D;
112 glBindTexture GL_TEXTURE_2D, 41;
113 glColor 1, 1, 1, 1;
114 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
115 glEnable GL_BLEND;
116 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
117 glBegin GL_QUADS;
118 glTexCoord 0,1; glVertex 0,0;
119 glTexCoord 1,1; glVertex 255,0;
120 glTexCoord 1,0; glVertex 255,255;
121 glTexCoord 0,0; glVertex 0,255;
122 glEnd;
123 glDisable GL_BLEND;
124 glDisable GL_TEXTURE_2D;
125 }
126
127 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.
128 /*first pass*/
129 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
130 glDepthMask(FALSE); /*disable Z buffer*/
131 if (premultpliedTransparency)
132 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
133 else
134 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
135 /*render the object here*/
136
137 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:
138 /*second pass*/
139 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140 glDepthMask(FALSE); /*disable Z buffer*/
141 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142 /*render the object with alpha replaced with 1-a*/
143
144 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:
145 /*third pass*/
146 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
147 glDepthMask(TRUE); /*enable Z buffer*/
148 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
149 /*render the object with alpha replaced with 1*/
150
151

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