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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.53 by root, Wed May 17 10:12:21 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: online documentation for the client (rig up a podviewer with textview) 10- automccompleter should vanish when its losing focus
12- important: center and improve dialogs (create cFClient::UI::Dialog) 11- allow inventory window to be stacked vertically, maybe?
13- IMPORTANT: inventory update must be incremental (too slow) (really? check) 12- ganondorf wants the completer to grow, never shrink
14- IMPORTANT: user interface (window positions etc.) should be saved, but 13- keypad-enter does not do the same as return in text entries
15 b) widget layout is nontrivial as to not obscure map
16 c) need better way to center map then middle-button, maybe map overview
17 (but updates will be slow UPDATE updates are not at all slow).
18- IMPORTANT: animate faces in inventory etc.
19- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
20- IMPORTANT: verify and correct connection-dependent texture management
21 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
22should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
23- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
24 (after starting, pressing login with connection refused, then close window) 32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
25- remove wrap_mode hack from texture and make it a per-texture operation 33- offer common options such as use_skill sense xxx etc. in inventory via menu?
26- enter runmode when cursor-key repeats 34- buttons should support hovering visually
35- notebooks should provide visual feedback (support from button class?)
36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
27- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
28- save only dirty cached maps, and save dirty maps != current map 39- maybe open the help viewer on the first start, or a simple dialog that
29- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 40 initially lists keybidings for gcfclient converts.
30- maybe move window managing functionality into toplevel 41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
31- better window management (feedback)
32- look into extendedmapinfo
33- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
34 42
35low priority: 43post-1.0:
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).
36- player list from server for tell etc. commands 47- player list from server for tell etc. commands
37- examine etc., should use extendeddrawinfo or sth. similar 48- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all").
50- enter runmode when cursor-key repeats (maybe not?)
38- 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.).
39- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
40- performance: use texture collections for upstream server data instead if gobs 52- performance: use texture collections for upstream server data instead if gobs
41 of small textures. 53 of small textures.
42- 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
43 affect neighbouring visible pixels (border bleeding).
44- pango fontsize measure and decrease to achieve real pixel height
45 55
46TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
57- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
47- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
48 (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
49 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
50 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
51 but not otherwise shown). 62 but not otherwise shown).
52- pippij wants playerstealing to work between hostile players
53- 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
54- 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
55 message, even when you can't see that other person. 65 message, even when you can't see that other person.
56- 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
57- 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
58 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
59- 10) (feature request): bug/typo/idea commands to automatically log
60 your comments, with the mentioning of the current map (and perhaps an
61 item, if you do 'bug <item>').
62 69
63set_face 4783 => 70
64libpng warning: Ignoring gAMA chunk with gamma=0
65allocating id 71
66OK
67set_face 4782 => 71
68libpng warning: Ignoring gAMA chunk with gamma=0
69allocating id 72
70OK
71set_face 4781 => 72
72libpng warning: Ignoring gAMA chunk with gamma=0
73allocating id 73
74OK
75set_face 4784 => 73
76libpng warning: Ignoring gAMA chunk with gamma=0
77 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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