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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.47 by root, Wed May 10 21:12:25 2006 UTC vs.
Revision 1.193 by root, Tue Jul 4 23:44:23 2006 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
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: kick elmex for not documenting the bugs here so other people 11- IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579.
12 cannot work on them. 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: inventory update must be incremental (too slow) 13 => either using bg attribute, or something else. neither way is currently implementable, imho
14- IMPORTANT: slider should clip to valid range properly 14 => or maybe using an extra icon for curses/magic items?)
15- IMPORTANT: user interface (window positions etc.) should be saved, but 15 maybe drag&drop, otherwise two containers side-by-side makes little sense.
16 b) widget layout is nontrivial as to not obscure map 16 show player weight/max weight in inventory
17 c) need better way to center map then middle-button, maybe map overview 17 offer common options such as use_skill sense xxx etc. in inventory via menu?
18 (but updates will be slow UPDATE updates are not at all slow). 18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
19- IMPORTANT: animate faces in inventory etc. 19- notebook should provide a visual feedback (support form button class?)
20- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 20- IMPORTANT: store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
21- IMPORTANT: verify and correct connection-dependent texture management 21- skill page in playerbook
22- enable autopickup/disable in right-click menĂ¼ for map
23- help window close button
24- floorbox should show currently open container
25- make simple inventory filters: most recently added/changed, normal, only unlocked
26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- minor: skill list which shows XP and lets u bind stuff
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, press quit)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
22 31
23should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, pressing login with connection refused, then close window)
26- remove wrap_mode hack from texture and make it a per-texture operation
27- enter runmode when cursor-key repeats
28- mapmap (overview) - scroll visible area by clicking/dragging 33- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings
35- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts.
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
40- but fullscreen => minimize (alt-esc) => no way to go back [windows]
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45
46post-1.0:
47- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49 affect neighbouring visible pixels (border bleeding).
50- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands
29- save only dirty cached maps, and save dirty maps != current map 52- save only dirty cached maps, and save dirty maps != current map
30- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 53- look into extendedmapinfo
31- mesa-rendering of textview shows only garbage and/or another texture 54- completer should know more about arguments, e.g. cast summon pet monster,
32- maybe move window managing functionality into toplevel 55 or that some commands do not take arguments ("drop all").
33- look into extendeddrawinfo and extendedmapinfo 56- sliders do not change size after reconfigure.
34- update/check_size should be done at most once/frame/widget. 57- enter runmode when cursor-key repeats (maybe not?)
35 58- cairo/win32 looks like shit (premultiplied alpha bug?)
36low priority: 59 (despite horrendous efforts, this is likely not fixable except by building a custom
37- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 60 libcairo for win32).
38- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
39- performance: use texture collections for upstream server data instead if gobs 63- performance: use texture collections for upstream server data instead if gobs
40 of small textures. 64 of small textures.
41- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
42 affect neighbouring visible pixels (border bleeding).
43- pango fontsize measure and decrease to achieve real pixel height
44 65
45TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
46- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
47 (i.e. one should be able to become hostile against guards but still 68 (i.e. one should be able to become hostile against guards but still
48 be peaceful - the palyer peaceful would be toggled by priests and shown 69 be peaceful - the palyer peaceful would be toggled by priests and shown
49 in who, the game peaceful steting would be toggled by the peaceful command 70 in who, the game peaceful steting would be toggled by the peaceful command
50 but not otherwise shown). 71 but not otherwise shown).
51- run flawfinder on cf
52- disable old socket mode in server
53- implement suicide command for server
54- cavehippo wants hashstring to be changed to hash name
55- pippij wants playerstealing to work between hostile players 72- pippij wants playerstealing to work between hostile players
56- schmorp wants to rework the who output format
57- attempt_jump tries to kick jumped-into monster,s but doesn't work 73- attempt_jump tries to kick jumped-into monster,s but doesn't work
58- 1) If you hide, and someone can see you trying to hide, you'll get a 74- 1) If you hide, and someone can see you trying to hide, you'll get a
59 message, even when you can't see that other person. 75 message, even when you can't see that other person.
60- 2) hiding exp is always 1, independant of how difficult it is to hide 76- 2) hiding exp is always 1, independant of how difficult it is to hide
61- 3) jumping into monsters does no damage, even though it's supposed to 77- 3) jumping into monsters does no damage, even though it's supposed to
62 be an attack (mentioned before). You also get no exp for this 78 be an attack (mentioned before). You also get no exp for this
63- 10) (feature request): bug/typo/idea commands to automatically log 79- 10) (feature request): bug/typo/idea commands to automatically log
64 your comments, with the mentioning of the current map (and perhaps an 80 your comments, with the mentioning of the current map (and perhaps an
65 item, if you do 'bug <item>'). 81 item, if you do 'bug <item>').
82
83
84 #TODO#d# display texture cache
85 {
86 glEnable GL_TEXTURE_2D;
87 glBindTexture GL_TEXTURE_2D, 41;
88 glColor 1, 1, 1, 1;
89 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
90 glEnable GL_BLEND;
91 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
92 glBegin GL_QUADS;
93 glTexCoord 0,1; glVertex 0,0;
94 glTexCoord 1,1; glVertex 255,0;
95 glTexCoord 1,0; glVertex 255,255;
96 glTexCoord 0,0; glVertex 0,255;
97 glEnd;
98 glDisable GL_BLEND;
99 glDisable GL_TEXTURE_2D;
100 }
66 101
67set_face 4783 => 70 102set_face 4783 => 70
68libpng warning: Ignoring gAMA chunk with gamma=0 103libpng warning: Ignoring gAMA chunk with gamma=0
69allocating id 71 104allocating id 71
70OK 105OK
77allocating id 73 112allocating id 73
78OK 113OK
79set_face 4784 => 73 114set_face 4784 => 73
80libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
81 116
117 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.
118 /*first pass*/
119 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
120 glDepthMask(FALSE); /*disable Z buffer*/
121 if (premultpliedTransparency)
122 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
123 else
124 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
125 /*render the object here*/
126
127 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:
128 /*second pass*/
129 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130 glDepthMask(FALSE); /*disable Z buffer*/
131 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132 /*render the object with alpha replaced with 1-a*/
133
134 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:
135 /*third pass*/
136 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
137 glDepthMask(TRUE); /*enable Z buffer*/
138 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
139 /*render the object with alpha replaced with 1*/
140
141

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