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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.42 by root, Fri Apr 28 09:22:00 2006 UTC vs.
Revision 1.262 by root, Tue Aug 21 11:39:16 2007 UTC

1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html
3
4macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
1http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 6http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
2 7
312:17 <@schmorp> i do list all libs manually for pclient 8- tooltips for experience widgets
412:17 <@schmorp> will have to do that for gce too 9- show currently selected stat exp too (server support required)
512:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it
7 10
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 11- improve smoothing implementation to be cleaner and more efficient.
9- IMPORTANT: slider should clip to valid range properly
10- IMPORTANT: user interface (window positions etc.) should be saved, but
11 a) switching modes clears/recreates all widgets (has to, as parameters
12 are not resolution-independent)
13 b) widget layout is nontrivial as to not obscure map
14 c) need better way to center map then middle-button, maybe map overview
15 (but updates will be slow UPDATE updates are not at all slow).
16- IMPORTANT: animate faces in inventory etc.
17 12
18should be solved/investitaged before release: 13- automccompleter should vanish when its losing focus
19- remove wrap_mode hack from texture and make it a per-texture operation 14- allow inventory window to be stacked vertically, maybe?
20- enter runmode when cursor-key repeats 15- ganondorf wants the completer to grow, never shrink
21- mapmap (overview) 16- keypad-enter does not do the same as return in text entries
22 - scroll visible area
23- save only dirty cached maps, and save dirty maps != current map
24- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges
25- mesa-rendering of textview shows only garbage and/or another texture
26- maybe move window managing functionality into toplevel
27- look into extendeddrawinfo and extendedmapinfo
28 17
29low priority: 18- ice in /whalingoutpost/misc/castle1
30- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 19 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
31- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 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- FEATURE: beside the floorbox, have a recent inventory items box
30- fix the pod referencing - L<glossary/space> does not get you anywhere.
31 * possibly look into auto-marking (wiki-style) certain key sequences.
32
33should be solved/investigated before 1.0 release:
34- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
35- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
36- offer common options such as use_skill sense xxx etc. in inventory via menu?
37- buttons should support hovering visually
38- notebooks should provide visual feedback (support from button class?)
39- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
40- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
41- mapmap (overview) - scroll visible area by clicking/dragging
42- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts.
44- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
45
46post-1.0:
47- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49 affect neighbouring visible pixels (border bleeding).
50- player list from server for tell etc. commands
51- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all").
53- enter runmode when cursor-key repeats (maybe not?)
54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
32- performance: use texture collections for upstream server data instead if gobs 55- performance: use texture collections for upstream server data instead if gobs
33 of small textures. 56 of small textures.
34- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 57- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
35 affect neighbouring visible pixels (border bleeding).
36- pango fontsize measure and decrease to achieve real pixel height
37 58
38TEMPORARY SERVER TODO: 59TEMPORARY SERVER TODO:
60- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
39- palyer peaceful setting should be independen of game peaceful setting 61- palyer peaceful setting should be independen of game peaceful setting
40 (i.e. one should be able to become hostile against guards but still 62 (i.e. one should be able to become hostile against guards but still
41 be peaceful - the palyer peaceful would be toggled by priests and shown 63 be peaceful - the palyer peaceful would be toggled by priests and shown
42 in who, the game peaceful steting would be toggled by the peaceful command 64 in who, the game peaceful steting would be toggled by the peaceful command
43 but not otherwise shown). 65 but not otherwise shown).
44- run flawfinder on cf
45- disable old socket mode in server
46- implement suicide command for server
47- cavehippo wants hashstring to be changed to hash name
48- pippij wants playerstealing to work between hostile players
49- schmorp wants to rework the who output format
50- attempt_jump tries to kick jumped-into monster,s but doesn't work 66- attempt_jump tries to kick jumped-into monster,s but doesn't work
51- 1) If you hide, and someone can see you trying to hide, you'll get a 67- 1) If you hide, and someone can see you trying to hide, you'll get a
52 message, even when you can't see that other person. 68 message, even when you can't see that other person.
53- 2) hiding exp is always 1, independant of how difficult it is to hide 69- 2) hiding exp is always 1, independant of how difficult it is to hide
54- 3) jumping into monsters does no damage, even though it's supposed to 70- 3) jumping into monsters does no damage, even though it's supposed to
55 be an attack (mentioned before). You also get no exp for this 71 be an attack (mentioned before). You also get no exp for this
56- 10) (feature request): bug/typo/idea commands to automatically log
57 your comments, with the mentioning of the current map (and perhaps an
58 item, if you do 'bug <item>').
59 72
60set_face 4783 => 70
61libpng warning: Ignoring gAMA chunk with gamma=0
62allocating id 71
63OK
64set_face 4782 => 71
65libpng warning: Ignoring gAMA chunk with gamma=0
66allocating id 72
67OK
68set_face 4781 => 72
69libpng warning: Ignoring gAMA chunk with gamma=0
70allocating id 73
71OK
72set_face 4784 => 73
73libpng warning: Ignoring gAMA chunk with gamma=0
74 73
74 #TODO#d# display texture cache
75 {
76 glEnable GL_TEXTURE_2D;
77 glBindTexture GL_TEXTURE_2D, 41;
78 glColor 1, 1, 1, 1;
79 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
80 glEnable GL_BLEND;
81 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
82 glBegin GL_QUADS;
83 glTexCoord 0,1; glVertex 0,0;
84 glTexCoord 1,1; glVertex 255,0;
85 glTexCoord 1,0; glVertex 255,255;
86 glTexCoord 0,0; glVertex 0,255;
87 glEnd;
88 glDisable GL_BLEND;
89 glDisable GL_TEXTURE_2D;
90 }
91
92 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.
93 /*first pass*/
94 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
95 glDepthMask(FALSE); /*disable Z buffer*/
96 if (premultpliedTransparency)
97 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
98 else
99 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
100 /*render the object here*/
101
102 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:
103 /*second pass*/
104 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/
106 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
107 /*render the object with alpha replaced with 1-a*/
108
109 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:
110 /*third pass*/
111 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
112 glDepthMask(TRUE); /*enable Z buffer*/
113 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
114 /*render the object with alpha replaced with 1*/
115
116

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