ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.51 by root, Wed May 17 10:00:19 2006 UTC vs.
Revision 1.263 by root, Wed Aug 22 21:27:13 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
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 9
11- IMPORTANT: inventory update must be incremental (too slow) (really? check) 10- improve smoothing implementation to be cleaner and more efficient.
12- IMPORTANT: user interface (window positions etc.) should be saved, but
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- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
18- IMPORTANT: verify and correct connection-dependent texture management
19 11
12- automccompleter should vanish when its losing focus
13- allow inventory window to be stacked vertically, maybe?
14- ganondorf wants the completer to grow, never shrink
15- keypad-enter does not do the same as return in text entries
16
17- ice in /whalingoutpost/misc/castle1
18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
19- PANGO: create upstream-patch for inclusion into pango
20- SERVER: document ext/mapinfo and cfplus.ext
21- SERVER: memleak like hell: probably event-related? (probably not real)
22- LONG-TERM: party member health etc. status (needs player list, then trivial)
23- LONG-TERM: map landmark labels
24- LONG-TERM: player on map name
25
26- player speed is only shown as current, not unencumbered max as in gcfclient
27- IMPORTANT: stats during item creation == crash? (reported by Grak)
28- FEATURE: beside the floorbox, have a recent inventory items box
29- fix the pod referencing - L<glossary/space> does not get you anywhere.
30 * possibly look into auto-marking (wiki-style) certain key sequences.
31
20should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
22 (after starting, pressing login with connection refused, then close window) 34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
23- remove wrap_mode hack from texture and make it a per-texture operation 35- offer common options such as use_skill sense xxx etc. in inventory via menu?
24- enter runmode when cursor-key repeats 36- buttons should support hovering visually
37- notebooks should provide visual feedback (support from button class?)
38- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
25- mapmap (overview) - scroll visible area by clicking/dragging 40- mapmap (overview) - scroll visible area by clicking/dragging
26- save only dirty cached maps, and save dirty maps != current map 41- maybe open the help viewer on the first start, or a simple dialog that
27- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 42 initially lists keybidings for gcfclient converts.
28- mesa-rendering of textview shows only garbage and/or another texture 43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
29- maybe move window managing functionality into toplevel
30- look into extendeddrawinfo and extendedmapinfo
31- update/check_size should be done at most once/frame/widget.
32 44
33low priority: 45post-1.0:
46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
47- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
48 affect neighbouring visible pixels (border bleeding).
34- player list form server for tell etc. commands 49- player list from server for tell etc. commands
50- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all").
52- enter runmode when cursor-key repeats (maybe not?)
35- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
36- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
37- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
38- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
39 of small textures. 55 of small textures.
40- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 56- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
41 affect neighbouring visible pixels (border bleeding).
42- pango fontsize measure and decrease to achieve real pixel height
43 57
44TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
45- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
46 (i.e. one should be able to become hostile against guards but still 61 (i.e. one should be able to become hostile against guards but still
47 be peaceful - the palyer peaceful would be toggled by priests and shown 62 be peaceful - the palyer peaceful would be toggled by priests and shown
48 in who, the game peaceful steting would be toggled by the peaceful command 63 in who, the game peaceful steting would be toggled by the peaceful command
49 but not otherwise shown). 64 but not otherwise shown).
50- pippij wants playerstealing to work between hostile players
51- schmorp wants to rework the who output format
52- attempt_jump tries to kick jumped-into monster,s but doesn't work 65- attempt_jump tries to kick jumped-into monster,s but doesn't work
53- 1) If you hide, and someone can see you trying to hide, you'll get a 66- 1) If you hide, and someone can see you trying to hide, you'll get a
54 message, even when you can't see that other person. 67 message, even when you can't see that other person.
55- 2) hiding exp is always 1, independant of how difficult it is to hide 68- 2) hiding exp is always 1, independant of how difficult it is to hide
56- 3) jumping into monsters does no damage, even though it's supposed to 69- 3) jumping into monsters does no damage, even though it's supposed to
57 be an attack (mentioned before). You also get no exp for this 70 be an attack (mentioned before). You also get no exp for this
58- 10) (feature request): bug/typo/idea commands to automatically log
59 your comments, with the mentioning of the current map (and perhaps an
60 item, if you do 'bug <item>').
61 71
62set_face 4783 => 70
63libpng warning: Ignoring gAMA chunk with gamma=0
64allocating id 71
65OK
66set_face 4782 => 71
67libpng warning: Ignoring gAMA chunk with gamma=0
68allocating id 72
69OK
70set_face 4781 => 72
71libpng warning: Ignoring gAMA chunk with gamma=0
72allocating id 73
73OK
74set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0
76 72
73 #TODO#d# display texture cache
74 {
75 glEnable GL_TEXTURE_2D;
76 glBindTexture GL_TEXTURE_2D, 41;
77 glColor 1, 1, 1, 1;
78 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
79 glEnable GL_BLEND;
80 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
81 glBegin GL_QUADS;
82 glTexCoord 0,1; glVertex 0,0;
83 glTexCoord 1,1; glVertex 255,0;
84 glTexCoord 1,0; glVertex 255,255;
85 glTexCoord 0,0; glVertex 0,255;
86 glEnd;
87 glDisable GL_BLEND;
88 glDisable GL_TEXTURE_2D;
89 }
90
91 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.
92 /*first pass*/
93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
94 glDepthMask(FALSE); /*disable Z buffer*/
95 if (premultpliedTransparency)
96 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
97 else
98 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
99 /*render the object here*/
100
101 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:
102 /*second pass*/
103 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
106 /*render the object with alpha replaced with 1-a*/
107
108 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:
109 /*third pass*/
110 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
111 glDepthMask(TRUE); /*enable Z buffer*/
112 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
113 /*render the object with alpha replaced with 1*/
114
115

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines