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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.95 by elmex, Mon May 29 20:01:21 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: user_x/user_y for layout setting 10- 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 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
25should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
26- make action recorder to an editor of bindings (edit binding, and record/change actions) 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
27- rethink message display in lower left corner 34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
28- the inventory 35- offer common options such as use_skill sense xxx etc. in inventory via menu?
29 completely redraws itself on every animation change, even when its not visible. 36- buttons should support hovering visually
30- cairo/win32 looks like shit (premultiplied alpha bug?) 37- notebooks should provide visual feedback (support from button class?)
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 38- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32 (after starting, press quit) 39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
33- flopper/menu imrpovement:
34 * things that are menus should act more like menus
35 * inmventory etc. should fade-in automatically when used
36- add menu itemds for inventory items: mark/inscribe etc.
37- remove wrap_mode hack from texture and make it a per-texture operation
38- enter runmode when cursor-key repeats
39- mapmap (overview) - scroll visible area by clicking/dragging 40- mapmap (overview) - scroll visible area by clicking/dragging
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 41- maybe open the help viewer on the first start, or a simple dialog that
41- maybe move window managing functionality into toplevel 42 initially lists keybidings for gcfclient converts.
42- better window management (graphical feedback) 43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- the player weight somehow updates strangely when dropping/picking up
44 44
45low 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).
49- player list from server for tell etc. commands
46- completer should know more about arguments, e.g. cast summon pet monster, 50- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 52- enter runmode when cursor-key repeats (maybe not?)
49- alt+cursor == diagonal
50- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map
52- inventory update must be incremental (too slow) (really? check)
53- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar
56- 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.).
57- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
58- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 55 of small textures.
60- 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
61 affect neighbouring visible pixels (border bleeding).
62- pango fontsize measure and decrease to achieve real pixel height
63 57
64TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
65- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
66 (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
67 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
68 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
69 but not otherwise shown). 64 but not otherwise shown).
70- pippij wants playerstealing to work between hostile players
71- 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
72- 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
73 message, even when you can't see that other person. 67 message, even when you can't see that other person.
74- 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
75- 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
76 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
77- 10) (feature request): bug/typo/idea commands to automatically log
78 your comments, with the mentioning of the current map (and perhaps an
79 item, if you do 'bug <item>').
80 71
81set_face 4783 => 70
82libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 71
84OK
85set_face 4782 => 71
86libpng warning: Ignoring gAMA chunk with gamma=0
87allocating id 72
88OK
89set_face 4781 => 72
90libpng warning: Ignoring gAMA chunk with gamma=0
91allocating id 73
92OK
93set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0
95 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

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