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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.75 by root, Wed May 24 03:29:38 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 11- improve smoothing implementation to be cleaner and more efficient.
12 (maybe also for floorbox)
13- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
14- IMPORTANT: lose/regain mapping might clear messgae log
15 (maybe this happens when its being updated when the window isn't mapped => no
16 window context?)
17 (this might be fixed now, watch out for it)
18- IMPORTANT:_ map feedback... e.g. when clicking on it
19- IMPORTANT: ' and " and / should go into compketer :)
20- IMPORTANT: '.' in map should repeat last command
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: focus mapwidget on login
26- IMPORTANT: font reconfigure works very badly.
27 12
13- automccompleter should vanish when its losing focus
14- allow inventory window to be stacked vertically, maybe?
15- ganondorf wants the completer to grow, never shrink
16- keypad-enter does not do the same as return in text entries
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
28should be solved/investitaged before release: 36should be solved/investigated before 1.0 release:
29- auto-download of all faces from the server in the bg. 37- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
30- many sliders should have labels attached. 38- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
31- widgets need to know about their visibility. the inventory 39- when in history "mode", completer cannot access completions at all
32 completely redraws itself on every animation change, even when its not visible. 40- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33- cairo/win32 looks like shit (premultiplied alpha bug?) 41- offer common options such as use_skill sense xxx etc. in inventory via menu?
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:
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 57- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, pressing login with connection refused, then close window) 58 (after starting, press quit)
36- flopper/menu imrpovement: 59- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
37 * 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
38 * inmventory etc. should fade-in automatically when used 61 affect neighbouring visible pixels (border bleeding).
39- add menu itemds for inventory items: mark/inscribe etc. 62- examine etc., should use extendeddrawinfo or sth. similar
40- remove wrap_mode hack from texture and make it a per-texture operation 63- player list from server for tell etc. commands
41- enter runmode when cursor-key repeats 64- save only dirty cached maps, and save dirty maps != current map
42- mapmap (overview) - scroll visible area by clicking/dragging
43- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
44- maybe move window managing functionality into toplevel
45- better window management (graphical feedback)
46
47low priority:
48- alt+2cursor == diagonal
49- look into extendedmapinfo 65- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map 66- completer should know more about arguments, e.g. cast summon pet monster,
51- inventory update must be incremental (too slow) (really? check) 67 or that some commands do not take arguments ("drop all").
52- try to synchronize local animation speed with server updates to save on screen refreshes. 68- sliders do not change size after reconfigure.
53- player list from server for tell etc. commands 69- enter runmode when cursor-key repeats (maybe not?)
54- examine etc., should use extendeddrawinfo or sth. similar
55- 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.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
57- performance: use texture collections for upstream server data instead if gobs 71- performance: use texture collections for upstream server data instead if gobs
58 of small textures. 72 of small textures.
59- 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
60 affect neighbouring visible pixels (border bleeding).
61- pango fontsize measure and decrease to achieve real pixel height
62 74
63TEMPORARY SERVER TODO: 75TEMPORARY SERVER TODO:
76- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
64- palyer peaceful setting should be independen of game peaceful setting 77- palyer peaceful setting should be independen of game peaceful setting
65 (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
66 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
67 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
68 but not otherwise shown). 81 but not otherwise shown).
69- pippij wants playerstealing to work between hostile players
70- 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
71- 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
72 message, even when you can't see that other person. 84 message, even when you can't see that other person.
73- 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
74- 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
75 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
76- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
77 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
78 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
79 91
80set_face 4783 => 70
81libpng warning: Ignoring gAMA chunk with gamma=0
82allocating id 71
83OK
84set_face 4782 => 71
85libpng warning: Ignoring gAMA chunk with gamma=0
86allocating id 72
87OK
88set_face 4781 => 72
89libpng warning: Ignoring gAMA chunk with gamma=0
90allocating id 73
91OK
92set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0
94 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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