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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.56 by root, Wed May 17 20:21:27 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- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 12- ganondorf wants the completer to grow, never shrink
14- IMPORTANT: inventory update must be incremental (too slow) (really? check) 13- keypad-enter does not do the same as return in text entries
15- IMPORTANT: user interface (window positions etc.) should be saved, but
16 b) widget layout is nontrivial as to not obscure map
17 c) need better way to center map then middle-button, maybe map overview
18 (but updates will be slow UPDATE updates are not at all slow).
19- IMPORTANT: animate faces in inventory etc.
20- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
21- IMPORTANT: verify and correct connection-dependent texture management
22 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
23should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
25 (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 *?
26- flopper/menu imrpovement: 33- offer common options such as use_skill sense xxx etc. in inventory via menu?
27 * things that are menus should act more like menus 34- buttons should support hovering visually
28 * inmventory etc. should fade-in automatically when used 35- notebooks should provide visual feedback (support from button class?)
29- add menu itemds for inventory items: mark/inscribe etc. 36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
30- remove wrap_mode hack from texture and make it a per-texture operation 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
31- enter runmode when cursor-key repeats
32- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
33- 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
34- 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.
35- 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?)
36- better window management (feedback)
37- look into extendedmapinfo
38- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
39 42
40low 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).
41- player list from server for tell etc. commands 47- player list from server for tell etc. commands
42- 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?)
43- 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.).
44- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
45- performance: use texture collections for upstream server data instead if gobs 52- performance: use texture collections for upstream server data instead if gobs
46 of small textures. 53 of small textures.
47- 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
48 affect neighbouring visible pixels (border bleeding).
49- pango fontsize measure and decrease to achieve real pixel height
50 55
51TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
57- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
52- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
53 (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
54 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
55 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
56 but not otherwise shown). 62 but not otherwise shown).
57- pippij wants playerstealing to work between hostile players
58- 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
59- 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
60 message, even when you can't see that other person. 65 message, even when you can't see that other person.
61- 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
62- 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
63 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
64- 10) (feature request): bug/typo/idea commands to automatically log
65 your comments, with the mentioning of the current map (and perhaps an
66 item, if you do 'bug <item>').
67 69
68set_face 4783 => 70
69libpng warning: Ignoring gAMA chunk with gamma=0
70allocating id 71
71OK
72set_face 4782 => 71
73libpng warning: Ignoring gAMA chunk with gamma=0
74allocating id 72
75OK
76set_face 4781 => 72
77libpng warning: Ignoring gAMA chunk with gamma=0
78allocating id 73
79OK
80set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0
82 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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