--- deliantra/Deliantra-Client/TODO 2006/06/05 00:17:47 1.123 +++ deliantra/Deliantra-Client/TODO 2007/10/20 05:35:28 1.265 @@ -1,98 +1,92 @@ http://www.vionline.com/sound.html http://www.stonewashed.net/2.html +macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); + http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html -12:17 <@schmorp> i do list all libs manually for pclient -12:17 <@schmorp> will have to do that for gce too -12:17 <@schmorp> remind me of it -12:17 <@schmorp> qwhen i next bundle it - -- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed - together with removing query dialog altogether. -- IMPORTANT: message log window often loses contents after refreshes/res switches - (m,aybe not, maybe after loging out and in again?) - also: message log window now visibly flickers, must be soem horrid bug -- IMPORTANT: statusbox update timer -- IMPORTANT: statusbox tooltip must not go away on updates -- IMPORTANT: history for completer (cursor-up) -- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. -- IMPORTANT: stats window looks like shit initially (widget allocation?) - -- binding window and editor layout broken for long recordings -- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction -- minor: skill list which shows XP and lets u bind stuff - -should be solved/investitaged before release: -- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) - and add column titles (also for other tables like inventory and bindings) -- log messages received and commands sent to ~/.crossfire/log.$ip -- the binding editor should have a append-record mode or something like that -- rethink message display in lower left corner -- cairo/win32 looks like shit (premultiplied alpha bug?) -- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. - (after starting, press quit) -- better focus management: put focus onto active windows, remove it again later -- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. -- enter runmode when cursor-key repeats (maybe not?) +* have ctrl=run, shift=fire indicatords somewhere, so people can find out about this feature + +- improve smoothing implementation to be cleaner and more efficient. + +- automccompleter should vanish when its losing focus +- allow inventory window to be stacked vertically, maybe? +- ganondorf wants the completer to grow, never shrink +- keypad-enter does not do the same as return in text entries + +- ice in /whalingoutpost/misc/castle1 + name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply() +- PANGO: create upstream-patch for inclusion into pango +- SERVER: document ext/mapinfo and cfplus.ext +- SERVER: memleak like hell: probably event-related? (probably not real) +- LONG-TERM: party member health etc. status (needs player list, then trivial) +- LONG-TERM: map landmark labels +- LONG-TERM: player on map name + +- player speed is only shown as current, not unencumbered max as in gcfclient +- IMPORTANT: stats during item creation == crash? (reported by Grak) +- FEATURE: beside the floorbox, have a recent inventory items box +- fix the pod referencing - L does not get you anywhere. + * possibly look into auto-marking (wiki-style) certain key sequences. + +should be solved/investigated before 1.0 release: +- maybe embed buttons for stuff liek accept-invitation, bind spell etc. +- (schmorp) L not working. L should look like bbb. Maybe support // and *? +- offer common options such as use_skill sense xxx etc. in inventory via menu? +- buttons should support hovering visually +- notebooks should provide visual feedback (support from button class?) +- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. +- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) - mapmap (overview) - scroll visible area by clicking/dragging -- split up gauges into: head, body and foot, so that contents begin in the interior of gauges -- maybe move window managing functionality into toplevel -- better window management (graphical feedback) -- the player weight somehow updates strangely when dropping/picking up - -low priority: -- win32, fow_tetxure sometimes nukes other textures - (mostly fixed, but still there: displays list and texture uploads do not go well together) -- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. +- maybe open the help viewer on the first start, or a simple dialog that + initially lists keybidings for gcfclient converts. +- maybe the top fancyframe border should be larger (for close button and title to be more visible?) + +post-1.0: +- currently the font texture cache leaks "memory" (see texcache.c:tc_put) +- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively + affect neighbouring visible pixels (border bleeding). +- player list from server for tell etc. commands - completer should know more about arguments, e.g. cast summon pet monster, or that some commands do not take arguments ("drop all"). -- textview should not snap to bottom on resize. -- alt+cursor == diagonal -- look into extendedmapinfo -- save only dirty cached maps, and save dirty maps != current map -- try to synchronize local animation speed with server updates to save on screen refreshes. -- player list from server for tell etc. commands -- examine etc., should use extendeddrawinfo or sth. similar +- enter runmode when cursor-key repeats (maybe not?) - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). -- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too - performance: use texture collections for upstream server data instead if gobs of small textures. -- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively - affect neighbouring visible pixels (border bleeding). -- pango fontsize measure and decrease to achieve real pixel height +- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not TEMPORARY SERVER TODO: +- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) - palyer peaceful setting should be independen of game peaceful setting (i.e. one should be able to become hostile against guards but still be peaceful - the palyer peaceful would be toggled by priests and shown in who, the game peaceful steting would be toggled by the peaceful command but not otherwise shown). -- pippij wants playerstealing to work between hostile players - attempt_jump tries to kick jumped-into monster,s but doesn't work - 1) If you hide, and someone can see you trying to hide, you'll get a message, even when you can't see that other person. - 2) hiding exp is always 1, independant of how difficult it is to hide - 3) jumping into monsters does no damage, even though it's supposed to be an attack (mentioned before). You also get no exp for this -- 10) (feature request): bug/typo/idea commands to automatically log - your comments, with the mentioning of the current map (and perhaps an - item, if you do 'bug '). - -set_face 4783 => 70 -libpng warning: Ignoring gAMA chunk with gamma=0 -allocating id 71 -OK -set_face 4782 => 71 -libpng warning: Ignoring gAMA chunk with gamma=0 -allocating id 72 -OK -set_face 4781 => 72 -libpng warning: Ignoring gAMA chunk with gamma=0 -allocating id 73 -OK -set_face 4784 => 73 -libpng warning: Ignoring gAMA chunk with gamma=0 + + + #TODO#d# display texture cache + { + glEnable GL_TEXTURE_2D; + glBindTexture GL_TEXTURE_2D, 41; + glColor 1, 1, 1, 1; + glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; + glEnable GL_BLEND; + glBlendFunc GL_SRC_ALPHA, GL_ZERO; + glBegin GL_QUADS; + glTexCoord 0,1; glVertex 0,0; + glTexCoord 1,1; glVertex 255,0; + glTexCoord 1,0; glVertex 255,255; + glTexCoord 0,0; glVertex 0,255; + glEnd; + glDisable GL_BLEND; + glDisable GL_TEXTURE_2D; + } 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. /*first pass*/