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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.50 by root, Mon May 15 22:59:03 2006 UTC vs.
Revision 1.255 by root, Tue Mar 13 01:14:03 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- allow inventory window to be stacked vertically, maybe?
712:17 <@schmorp> will have to do that for gce too 9- ganondorf wants the complete to grow, never shrink
812:17 <@schmorp> remind me of it 10- keypad-enter does not do the same as return in text entries
912:17 <@schmorp> qwhen i next bundle it
10 11
11- IMPORTANT: kick elmex for not documenting the bugs here so other people 12- ice in /whalingoutpost/misc/castle1
12 cannot work on them. 13 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 14- PANGO: create upstream-patch for inclusion into pango
14- IMPORTANT: inventory update must be incremental (too slow) 15- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: slider should clip to valid range properly 16- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: user interface (window positions etc.) should be saved, but 17- LONG-TERM: party member health etc. status (needs player list, then trivial)
17 b) widget layout is nontrivial as to not obscure map 18- LONG-TERM: map landmark labels
18 c) need better way to center map then middle-button, maybe map overview 19- LONG-TERM: player on map name
19 (but updates will be slow UPDATE updates are not at all slow).
20- IMPORTANT: animate faces in inventory etc.
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
22- IMPORTANT: verify and correct connection-dependent texture management
23 20
21- player speed is only shown as current, not unencumbered max as in gcfclient
22- IMPORTANT: stats during item creation == crash? (reported by Grak)
23- IMPORTANT: server-protocol/upgrade etc.
24- IMPORTANT: good installation instructions/problem faq.
25- IMPORTANT: database creation parameters borked - fix and find upgrad epath
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
24should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- when in history "mode", completer cannot access completions at all
34- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35- offer common options such as use_skill sense xxx etc. in inventory via menu?
36- buttons should support hovering visually
37- notebooks should provide visual feedback (support from button class?)
38- floorbox out-of-screen after resizing (schmorp)
39- identify inventory hover slowness and fix it (schmorp)
40- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
41- playerbook/skills should have sensible tooltips with skill descriptions
42- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
43- mapmap (overview) - scroll visible area by clicking/dragging
44- binding window and editor layout broken for long recordings => use scroller
45- maybe open the help viewer on the first start, or a simple dialog that
46 initially lists keybidings for gcfclient converts.
47- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
48- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier?
50
51post-1.0:
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 52- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 53 (after starting, press quit)
27- remove wrap_mode hack from texture and make it a per-texture operation 54- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
28- enter runmode when cursor-key repeats 55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
29- mapmap (overview) - scroll visible area by clicking/dragging 56 affect neighbouring visible pixels (border bleeding).
57- examine etc., should use extendeddrawinfo or sth. similar
58- player list from server for tell etc. commands
30- save only dirty cached maps, and save dirty maps != current map 59- save only dirty cached maps, and save dirty maps != current map
31- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 60- look into extendedmapinfo
32- mesa-rendering of textview shows only garbage and/or another texture 61- completer should know more about arguments, e.g. cast summon pet monster,
33- maybe move window managing functionality into toplevel 62 or that some commands do not take arguments ("drop all").
34- look into extendeddrawinfo and extendedmapinfo 63- sliders do not change size after reconfigure.
35- update/check_size should be done at most once/frame/widget. 64- enter runmode when cursor-key repeats (maybe not?)
36
37low priority:
38- player list form server for tell etc. commands
39- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 65- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
40- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
41- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
42- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
43 of small textures. 67 of small textures.
44- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 68- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
45 affect neighbouring visible pixels (border bleeding).
46- pango fontsize measure and decrease to achieve real pixel height
47 69
48TEMPORARY SERVER TODO: 70TEMPORARY SERVER TODO:
71- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
49- palyer peaceful setting should be independen of game peaceful setting 72- palyer peaceful setting should be independen of game peaceful setting
50 (i.e. one should be able to become hostile against guards but still 73 (i.e. one should be able to become hostile against guards but still
51 be peaceful - the palyer peaceful would be toggled by priests and shown 74 be peaceful - the palyer peaceful would be toggled by priests and shown
52 in who, the game peaceful steting would be toggled by the peaceful command 75 in who, the game peaceful steting would be toggled by the peaceful command
53 but not otherwise shown). 76 but not otherwise shown).
54- pippij wants playerstealing to work between hostile players
55- schmorp wants to rework the who output format
56- attempt_jump tries to kick jumped-into monster,s but doesn't work 77- attempt_jump tries to kick jumped-into monster,s but doesn't work
57- 1) If you hide, and someone can see you trying to hide, you'll get a 78- 1) If you hide, and someone can see you trying to hide, you'll get a
58 message, even when you can't see that other person. 79 message, even when you can't see that other person.
59- 2) hiding exp is always 1, independant of how difficult it is to hide 80- 2) hiding exp is always 1, independant of how difficult it is to hide
60- 3) jumping into monsters does no damage, even though it's supposed to 81- 3) jumping into monsters does no damage, even though it's supposed to
61 be an attack (mentioned before). You also get no exp for this 82 be an attack (mentioned before). You also get no exp for this
62- 10) (feature request): bug/typo/idea commands to automatically log 83- 10) (feature request): bug/typo/idea commands to automatically log
63 your comments, with the mentioning of the current map (and perhaps an 84 your comments, with the mentioning of the current map (and perhaps an
64 item, if you do 'bug <item>'). 85 item, if you do 'bug <item>').
65 86
66set_face 4783 => 70
67libpng warning: Ignoring gAMA chunk with gamma=0
68allocating id 71
69OK
70set_face 4782 => 71
71libpng warning: Ignoring gAMA chunk with gamma=0
72allocating id 72
73OK
74set_face 4781 => 72
75libpng warning: Ignoring gAMA chunk with gamma=0
76allocating id 73
77OK
78set_face 4784 => 73
79libpng warning: Ignoring gAMA chunk with gamma=0
80 87
88 #TODO#d# display texture cache
89 {
90 glEnable GL_TEXTURE_2D;
91 glBindTexture GL_TEXTURE_2D, 41;
92 glColor 1, 1, 1, 1;
93 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
94 glEnable GL_BLEND;
95 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
96 glBegin GL_QUADS;
97 glTexCoord 0,1; glVertex 0,0;
98 glTexCoord 1,1; glVertex 255,0;
99 glTexCoord 1,0; glVertex 255,255;
100 glTexCoord 0,0; glVertex 0,255;
101 glEnd;
102 glDisable GL_BLEND;
103 glDisable GL_TEXTURE_2D;
104 }
105
106 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.
107 /*first pass*/
108 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
109 glDepthMask(FALSE); /*disable Z buffer*/
110 if (premultpliedTransparency)
111 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
112 else
113 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
114 /*render the object here*/
115
116 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:
117 /*second pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(FALSE); /*disable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1-a*/
122
123 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:
124 /*third pass*/
125 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
126 glDepthMask(TRUE); /*enable Z buffer*/
127 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
128 /*render the object with alpha replaced with 1*/
129
130

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