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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.106 by root, Thu Jun 1 05:14:57 2006 UTC vs.
Revision 1.264 by root, Wed Aug 22 21:40:43 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- improve smoothing implementation to be cleaner and more efficient.
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: where did the window titles go, damnit? 10- automccompleter should vanish when its losing focus
12- IMPORTANT: message log window often loses contents after refreshes/res switches 11- allow inventory window to be stacked vertically, maybe?
13- IMPORTANT: toplevel geometry is not respected on moves. 12- ganondorf wants the completer to grow, never shrink
14- IMPORTANT: learning spells does not make them show up automatically in the completer? 13- keypad-enter does not do the same as return in text entries
15- IMPORTANT: statusbox update timer
16- IMPORTANT: statusbox tooltip must not go away on updates
17- IMPORTANT: history for completer (cursor-up)
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
19- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
20 (mostly fixed, but still there: displays list and texture uploads do not go well together)
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
23 (remaining things to do: testing, seems not to work reliably?)
24 14
15- ice in /whalingoutpost/misc/castle1
16 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
17- PANGO: create upstream-patch for inclusion into pango
18- SERVER: document ext/mapinfo and cfplus.ext
19- SERVER: memleak like hell: probably event-related? (probably not real)
20- LONG-TERM: party member health etc. status (needs player list, then trivial)
21- LONG-TERM: map landmark labels
22- LONG-TERM: player on map name
23
24- player speed is only shown as current, not unencumbered max as in gcfclient
25- IMPORTANT: stats during item creation == crash? (reported by Grak)
26- FEATURE: beside the floorbox, have a recent inventory items box
27- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
29
25should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
26- log messages received and commands sent to ~/.crossfire/log.$ip 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
27- the binding editor should have a append-record mode or something like that 32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
28- rethink message display in lower left corner 33- offer common options such as use_skill sense xxx etc. in inventory via menu?
29- cairo/win32 looks like shit (premultiplied alpha bug?) 34- buttons should support hovering visually
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- notebooks should provide visual feedback (support from button class?)
31 (after starting, press quit) 36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32- flopper/menu imrpovement: 37- 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- better focus management: put focus onto active windows, remove it again later
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
36- enter runmode when cursor-key repeats (maybe not?)
37- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 39- maybe open the help viewer on the first start, or a simple dialog that
39- maybe move window managing functionality into toplevel 40 initially lists keybidings for gcfclient converts.
40- better window management (graphical feedback) 41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
41- the player weight somehow updates strangely when dropping/picking up
42 42
43low priority: 43post-1.0:
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
46 affect neighbouring visible pixels (border bleeding).
47- player list from server for tell etc. commands
45- completer should know more about arguments, e.g. cast summon pet monster, 48- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 50- 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.). 51- 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 52- performance: use texture collections for upstream server data instead if gobs
58 of small textures. 53 of small textures.
59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 54- 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 55
63TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
57- 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 58- palyer peaceful setting should be independen of game peaceful setting
65 (i.e. one should be able to become hostile against guards but still 59 (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 60 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 61 in who, the game peaceful steting would be toggled by the peaceful command
68 but not otherwise shown). 62 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 63- 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 64- 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. 65 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 66- 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 67- 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 68 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 69
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 70
71 #TODO#d# display texture cache
72 {
73 glEnable GL_TEXTURE_2D;
74 glBindTexture GL_TEXTURE_2D, 41;
75 glColor 1, 1, 1, 1;
76 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
77 glEnable GL_BLEND;
78 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
79 glBegin GL_QUADS;
80 glTexCoord 0,1; glVertex 0,0;
81 glTexCoord 1,1; glVertex 255,0;
82 glTexCoord 1,0; glVertex 255,255;
83 glTexCoord 0,0; glVertex 0,255;
84 glEnd;
85 glDisable GL_BLEND;
86 glDisable GL_TEXTURE_2D;
87 }
88
89 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.
90 /*first pass*/
91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
92 glDepthMask(FALSE); /*disable Z buffer*/
93 if (premultpliedTransparency)
94 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
95 else
96 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
97 /*render the object here*/
98
99 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:
100 /*second pass*/
101 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
104 /*render the object with alpha replaced with 1-a*/
105
106 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:
107 /*third pass*/
108 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
109 glDepthMask(TRUE); /*enable Z buffer*/
110 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
111 /*render the object with alpha replaced with 1*/
112
113

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