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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.44 by root, Sun May 7 21:10:58 2006 UTC vs.
Revision 1.226 by elmex, Sun Jul 30 12:51:31 2006 UTC

1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html
3
1http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
2 5
312:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
412:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
7 10
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 11- PANGO: create upstream-patch for inclusion into pango
9- IMPORTANT: slider should clip to valid range properly 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
11 a) switching modes clears/recreates all widgets (has to, as parameters 14- SERVER: document ext/mapinfo and cfplus.ext
12 are not resolution-independent) 15- SERVER: utf8-ify client-side messages
13 b) widget layout is nontrivial as to not obscure map
14 c) need better way to center map then middle-button, maybe map overview
15 (but updates will be slow UPDATE updates are not at all slow).
16- IMPORTANT: animate faces in inventory etc.
17- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt
18 ein savebed aufzusuchen.
19 16
17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
18- skill book - tooltips with description (schmorp)
19- IMPORTANT: server-protocol/upgrade etc.
20- IMPORTANT: good installation instructions/problem faq.
21
20should be solved/investitaged before release: 22should be solved/investigated before 1.0 release:
23- offer common options such as use_skill sense xxx etc. in inventory via menu?
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- buttons should support hovering visually
26- notebooks should provide visual feedback (support from button class?)
27- floorbox out-of-screen after resizing (schmorp)
28- identify inventory hover slowness and fix it (schmorp)
29- use more graphical frames/separators to make dialogs more eye-pleasing/clean
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
32- playerbook/skills should have sensible tooltips with skill descriptions
33- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
34- NPC dialog box should have close button which finishes the dialog
35- mapmap (overview) - scroll visible area by clicking/dragging
36- binding window and editor layout broken for long recordings => use scroller
37- maybe open the help viewer on the first start, or a simple dialog that
38 initially lists keybidings for gcfclient converts.
39- maybe support mb4/mb5 on selected widgets to facilitate scrolling
40 (inventory, spell list, messge log...) => marc
41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
42- but fullscreen => minimize (alt-esc) => no way to go back [windows]
43- spell list => scroll down => "Pickup" => scrollbar not updated
44- what happened to the dialog being shown when modifiers are pressed, showing
45 keybindings for this modifier?
46- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
47
48post-1.0:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 49- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing ogin with connection refused, then close window) 50 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation 51- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
24- enter runmode when cursor-key repeats 52- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
25- mapmap (overview) 53 affect neighbouring visible pixels (border bleeding).
26 - scroll visible area 54- examine etc., should use extendeddrawinfo or sth. similar
55- player list from server for tell etc. commands
27- save only dirty cached maps, and save dirty maps != current map 56- save only dirty cached maps, and save dirty maps != current map
28- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 57- look into extendedmapinfo
29- mesa-rendering of textview shows only garbage and/or another texture 58- completer should know more about arguments, e.g. cast summon pet monster,
30- maybe move window managing functionality into toplevel 59 or that some commands do not take arguments ("drop all").
31- look into extendeddrawinfo and extendedmapinfo 60- sliders do not change size after reconfigure.
32 61- enter runmode when cursor-key repeats (maybe not?)
33low priority: 62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
34- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
35- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
36- performance: use texture collections for upstream server data instead if gobs 63- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 64 of small textures.
38- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
39 affect neighbouring visible pixels (border bleeding).
40- pango fontsize measure and decrease to achieve real pixel height
41 65
42TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
43- palyer peaceful setting should be independen of game peaceful setting 68- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 69 (i.e. one should be able to become hostile against guards but still
45 be peaceful - the palyer peaceful would be toggled by priests and shown 70 be peaceful - the palyer peaceful would be toggled by priests and shown
46 in who, the game peaceful steting would be toggled by the peaceful command 71 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 72 but not otherwise shown).
48- run flawfinder on cf
49- disable old socket mode in server
50- implement suicide command for server
51- cavehippo wants hashstring to be changed to hash name
52- pippij wants playerstealing to work between hostile players 73- pippij wants playerstealing to work between hostile players
53- schmorp wants to rework the who output format
54- attempt_jump tries to kick jumped-into monster,s but doesn't work 74- attempt_jump tries to kick jumped-into monster,s but doesn't work
55- 1) If you hide, and someone can see you trying to hide, you'll get a 75- 1) If you hide, and someone can see you trying to hide, you'll get a
56 message, even when you can't see that other person. 76 message, even when you can't see that other person.
57- 2) hiding exp is always 1, independant of how difficult it is to hide 77- 2) hiding exp is always 1, independant of how difficult it is to hide
58- 3) jumping into monsters does no damage, even though it's supposed to 78- 3) jumping into monsters does no damage, even though it's supposed to
59 be an attack (mentioned before). You also get no exp for this 79 be an attack (mentioned before). You also get no exp for this
60- 10) (feature request): bug/typo/idea commands to automatically log 80- 10) (feature request): bug/typo/idea commands to automatically log
61 your comments, with the mentioning of the current map (and perhaps an 81 your comments, with the mentioning of the current map (and perhaps an
62 item, if you do 'bug <item>'). 82 item, if you do 'bug <item>').
83
84
85 #TODO#d# display texture cache
86 {
87 glEnable GL_TEXTURE_2D;
88 glBindTexture GL_TEXTURE_2D, 41;
89 glColor 1, 1, 1, 1;
90 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
91 glEnable GL_BLEND;
92 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
93 glBegin GL_QUADS;
94 glTexCoord 0,1; glVertex 0,0;
95 glTexCoord 1,1; glVertex 255,0;
96 glTexCoord 1,0; glVertex 255,255;
97 glTexCoord 0,0; glVertex 0,255;
98 glEnd;
99 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D;
101 }
63 102
64set_face 4783 => 70 103set_face 4783 => 70
65libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
66allocating id 71 105allocating id 71
67OK 106OK
74allocating id 73 113allocating id 73
75OK 114OK
76set_face 4784 => 73 115set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
78 117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142

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