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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.94 by root, Sun May 28 22:24:23 2006 UTC vs.
Revision 1.262 by root, Tue Aug 21 11:39:16 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- tooltips for experience widgets
712:17 <@schmorp> will have to do that for gce too 9- show currently selected stat exp too (server support required)
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: user_x/user_y for layout setting 11- improve smoothing implementation to be cleaner and more efficient.
12- IMPORTANT: learning spells does not make them show up automatically in the completer?
13- IMPORTANT: statusbox update timer
14- IMPORTANT: statusbox tooltip must not go away on updates
15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
17- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
18 (mostly fixed, but still there: displays list and texture uploads do not go well together)
19- IMPORTANT:_ map feedback... e.g. when clicking on it
20- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24 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- 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
25should be solved/investitaged before release: 33should be solved/investigated before 1.0 release:
26- rethink message display in lower left corner 34- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
27- the inventory 35- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
28 completely redraws itself on every animation change, even when its not visible. 36- offer common options such as use_skill sense xxx etc. in inventory via menu?
29- cairo/win32 looks like shit (premultiplied alpha bug?) 37- buttons should support hovering visually
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 38- notebooks should provide visual feedback (support from button class?)
31 (after starting, press quit) 39- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32- flopper/menu imrpovement: 40- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
33 * things that are menus should act more like menus
34 * inmventory etc. should fade-in automatically when used
35- add menu itemds for inventory items: mark/inscribe etc.
36- remove wrap_mode hack from texture and make it a per-texture operation
37- enter runmode when cursor-key repeats
38- mapmap (overview) - scroll visible area by clicking/dragging 41- mapmap (overview) - scroll visible area by clicking/dragging
39- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 42- maybe open the help viewer on the first start, or a simple dialog that
40- maybe move window managing functionality into toplevel 43 initially lists keybidings for gcfclient converts.
41- better window management (graphical feedback) 44- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
42- the player weight somehow updates strangely when dropping/picking up
43 45
44low priority: 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
45- completer should know more about arguments, e.g. cast summon pet monster, 51- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all"). 52 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 53- enter runmode when cursor-key repeats (maybe not?)
48- alt+cursor == diagonal
49- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map
51- inventory update must be incremental (too slow) (really? check)
52- try to synchronize local animation speed with server updates to save on screen refreshes.
53- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 54- 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 55- performance: use texture collections for upstream server data instead if gobs
58 of small textures. 56 of small textures.
59- 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
60 affect neighbouring visible pixels (border bleeding).
61- pango fontsize measure and decrease to achieve real pixel height
62 58
63TEMPORARY SERVER TODO: 59TEMPORARY SERVER TODO:
60- 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 61- palyer peaceful setting should be independen of game peaceful setting
65 (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
66 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
67 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
68 but not otherwise shown). 65 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 66- 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 67- 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. 68 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 69- 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 70- 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 71 be an attack (mentioned before). You also get no exp for this
76- 10) (feature request): bug/typo/idea commands to automatically log
77 your comments, with the mentioning of the current map (and perhaps an
78 item, if you do 'bug <item>').
79 72
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 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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