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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.115 by root, Sat Jun 3 02:32:34 2006 UTC vs.
Revision 1.261 by root, Fri Aug 17 21:18:01 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- IMPORTANT: when closign a window, the close button keeps the event or so,
712:17 <@schmorp> will have to do that for gce too 9 resulting in endless resize when it reopens again.
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: put setup subwindows into a scrolled viewport (and rmeove sorlling from spell list). 11- improve smoothing implementation to be cleaner and more efficient.
12- IMPORTANT: invite (and maybe others) _need_ to be documented
13- IMPORTANT: move most everything into Setup-dialog with subdialogs.
14- IMPORTANT: save map shift in config.
15- IMPORTANT: message log window often loses contents after refreshes/res switches
16 (m,aybe not, maybe after loging out and in again?)
17- IMPORTANT: toplevel geometry is not respected on moves.
18- IMPORTANT: learning spells does not make them show up automatically in the completer?
19- IMPORTANT: statusbox update timer
20- IMPORTANT: statusbox tooltip must not go away on updates
21- IMPORTANT: history for completer (cursor-up)
22- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
23- IMPORTANT:_ map feedback... e.g. when clicking on it
24- IMPORTANT: stats window looks like shit initially (widget allocation?)
25 12
26- binding window and editor layout broken for long recordings 13- automccompleter should vanish when its losing focus
27- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 14- allow inventory window to be stacked vertically, maybe?
28- minor: skill list which shows XP and lets u bind stuff 15- ganondorf wants the completer to grow, never shrink
16- keypad-enter does not do the same as return in text entries
29 17
18- ice in /whalingoutpost/misc/castle1
19 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
20- PANGO: create upstream-patch for inclusion into pango
21- SERVER: document ext/mapinfo and cfplus.ext
22- SERVER: memleak like hell: probably event-related? (probably not real)
23- LONG-TERM: party member health etc. status (needs player list, then trivial)
24- LONG-TERM: map landmark labels
25- LONG-TERM: player on map name
26
27- player speed is only shown as current, not unencumbered max as in gcfclient
28- IMPORTANT: stats during item creation == crash? (reported by Grak)
29- IMPORTANT: server-protocol/upgrade etc.
30- IMPORTANT: good installation instructions/problem faq.
31- IMPORTANT: database creation parameters borked - fix and find upgrad epath
32- FEATURE: beside the floorbox, have a recent inventory items box
33- fix the pod referencing - L<glossary/space> does not get you anywhere.
34 * possibly look into auto-marking (wiki-style) certain key sequences.
35
30should be solved/investitaged before release: 36should be solved/investigated before 1.0 release:
31- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 37- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32 and add column titles (also for other tables like inventory and bindings) 38- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- log messages received and commands sent to ~/.crossfire/log.$ip 39- when in history "mode", completer cannot access completions at all
34- the binding editor should have a append-record mode or something like that 40- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35- rethink message display in lower left corner 41- offer common options such as use_skill sense xxx etc. in inventory via menu?
36- cairo/win32 looks like shit (premultiplied alpha bug?) 42- buttons should support hovering visually
43- notebooks should provide visual feedback (support from button class?)
44- floorbox out-of-screen after resizing (schmorp)
45- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
46- playerbook/skills should have sensible tooltips with skill descriptions
47- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
48- mapmap (overview) - scroll visible area by clicking/dragging
49- binding window and editor layout broken for long recordings => use scroller
50- maybe open the help viewer on the first start, or a simple dialog that
51 initially lists keybidings for gcfclient converts.
52- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
53- what happened to the dialog being shown when modifiers are pressed, showing
54 keybindings for this modifier?
55
56post-1.0:
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 57- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit) 58 (after starting, press quit)
39- flopper/menu imrpovement: 59- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
40 * things that are menus should act more like menus 60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41- better focus management: put focus onto active windows, remove it again later 61 affect neighbouring visible pixels (border bleeding).
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 62- examine etc., should use extendeddrawinfo or sth. similar
43- enter runmode when cursor-key repeats (maybe not?) 63- player list from server for tell etc. commands
44- mapmap (overview) - scroll visible area by clicking/dragging 64- save only dirty cached maps, and save dirty maps != current map
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 65- look into extendedmapinfo
46- maybe move window managing functionality into toplevel
47- better window management (graphical feedback)
48- the player weight somehow updates strangely when dropping/picking up
49
50low priority:
51- win32, fow_tetxure sometimes nukes other textures
52 (mostly fixed, but still there: displays list and texture uploads do not go well together)
53- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
54- completer should know more about arguments, e.g. cast summon pet monster, 66- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all"). 67 or that some commands do not take arguments ("drop all").
56- textview should not snap to bottom on resize. 68- sliders do not change size after reconfigure.
57- alt+cursor == diagonal 69- enter runmode when cursor-key repeats (maybe not?)
58- look into extendedmapinfo
59- save only dirty cached maps, and save dirty maps != current map
60- inventory update must be incremental (too slow) (really? check)
61- try to synchronize local animation speed with server updates to save on screen refreshes.
62- player list from server for tell etc. commands
63- examine etc., should use extendeddrawinfo or sth. similar
64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
66- performance: use texture collections for upstream server data instead if gobs 71- performance: use texture collections for upstream server data instead if gobs
67 of small textures. 72 of small textures.
68- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 73- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
69 affect neighbouring visible pixels (border bleeding).
70- pango fontsize measure and decrease to achieve real pixel height
71 74
72TEMPORARY SERVER TODO: 75TEMPORARY SERVER TODO:
76- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
73- palyer peaceful setting should be independen of game peaceful setting 77- palyer peaceful setting should be independen of game peaceful setting
74 (i.e. one should be able to become hostile against guards but still 78 (i.e. one should be able to become hostile against guards but still
75 be peaceful - the palyer peaceful would be toggled by priests and shown 79 be peaceful - the palyer peaceful would be toggled by priests and shown
76 in who, the game peaceful steting would be toggled by the peaceful command 80 in who, the game peaceful steting would be toggled by the peaceful command
77 but not otherwise shown). 81 but not otherwise shown).
78- pippij wants playerstealing to work between hostile players
79- attempt_jump tries to kick jumped-into monster,s but doesn't work 82- attempt_jump tries to kick jumped-into monster,s but doesn't work
80- 1) If you hide, and someone can see you trying to hide, you'll get a 83- 1) If you hide, and someone can see you trying to hide, you'll get a
81 message, even when you can't see that other person. 84 message, even when you can't see that other person.
82- 2) hiding exp is always 1, independant of how difficult it is to hide 85- 2) hiding exp is always 1, independant of how difficult it is to hide
83- 3) jumping into monsters does no damage, even though it's supposed to 86- 3) jumping into monsters does no damage, even though it's supposed to
84 be an attack (mentioned before). You also get no exp for this 87 be an attack (mentioned before). You also get no exp for this
85- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
86 your comments, with the mentioning of the current map (and perhaps an 89 your comments, with the mentioning of the current map (and perhaps an
87 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
88 91
89set_face 4783 => 70
90libpng warning: Ignoring gAMA chunk with gamma=0
91allocating id 71
92OK
93set_face 4782 => 71
94libpng warning: Ignoring gAMA chunk with gamma=0
95allocating id 72
96OK
97set_face 4781 => 72
98libpng warning: Ignoring gAMA chunk with gamma=0
99allocating id 73
100OK
101set_face 4784 => 73
102libpng warning: Ignoring gAMA chunk with gamma=0
103 92
93 #TODO#d# display texture cache
94 {
95 glEnable GL_TEXTURE_2D;
96 glBindTexture GL_TEXTURE_2D, 41;
97 glColor 1, 1, 1, 1;
98 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
99 glEnable GL_BLEND;
100 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
101 glBegin GL_QUADS;
102 glTexCoord 0,1; glVertex 0,0;
103 glTexCoord 1,1; glVertex 255,0;
104 glTexCoord 1,0; glVertex 255,255;
105 glTexCoord 0,0; glVertex 0,255;
106 glEnd;
107 glDisable GL_BLEND;
108 glDisable GL_TEXTURE_2D;
109 }
110
111 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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

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