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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.51 by root, Wed May 17 10:00:19 2006 UTC vs.
Revision 1.230 by root, Sun Aug 13 02:43:22 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: inventory update must be incremental (too slow) (really? check) 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: user interface (window positions etc.) should be saved, but 12- SERVER: document ext/mapinfo and cfplus.ext
13 b) widget layout is nontrivial as to not obscure map 13- SERVER: memleak like hell: probably event-related?
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: dialog, der warnt ein savebed aufzusuchen.
18- IMPORTANT: verify and correct connection-dependent texture management
19 14
15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
16- skill book - tooltips with description (schmorp)
17- IMPORTANT: server-protocol/upgrade etc.
18- IMPORTANT: good installation instructions/problem faq.
19
20should be solved/investitaged before release: 20should be solved/investigated before 1.0 release:
21- <tt> not working on windows ?!
22- IMPORTANT: text/images in window's/viewports washed out: 0.5 pixle offste somewhere?
23- IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219.
24 ^^^^ when pressing shift-insert
25- offer common options such as use_skill sense xxx etc. in inventory via menu?
26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- buttons should support hovering visually
28- notebooks should provide visual feedback (support from button class?)
29- floorbox out-of-screen after resizing (schmorp)
30- identify inventory hover slowness and fix it (schmorp)
31- use more graphical frames/separators to make dialogs more eye-pleasing/clean
32- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
33- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
34- playerbook/skills should have sensible tooltips with skill descriptions
35- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
36- NPC dialog box should have close button which finishes the dialog
37- mapmap (overview) - scroll visible area by clicking/dragging
38- binding window and editor layout broken for long recordings => use scroller
39- maybe open the help viewer on the first start, or a simple dialog that
40 initially lists keybidings for gcfclient converts.
41- maybe support mb4/mb5 on selected widgets to facilitate scrolling
42 (inventory, spell list, messge log...) => marc
43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
44- but fullscreen => minimize (alt-esc) => no way to go back [windows]
45- spell list => scroll down => "Pickup" => scrollbar not updated
46- what happened to the dialog being shown when modifiers are pressed, showing
47 keybindings for this modifier?
48- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
49
50post-1.0:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 51- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing login with connection refused, then close window) 52 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation 53- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
24- enter runmode when cursor-key repeats 54- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
25- mapmap (overview) - scroll visible area by clicking/dragging 55 affect neighbouring visible pixels (border bleeding).
56- examine etc., should use extendeddrawinfo or sth. similar
57- player list from server for tell etc. commands
26- save only dirty cached maps, and save dirty maps != current map 58- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 59- look into extendedmapinfo
28- mesa-rendering of textview shows only garbage and/or another texture 60- completer should know more about arguments, e.g. cast summon pet monster,
29- maybe move window managing functionality into toplevel 61 or that some commands do not take arguments ("drop all").
30- look into extendeddrawinfo and extendedmapinfo 62- sliders do not change size after reconfigure.
31- update/check_size should be done at most once/frame/widget. 63- enter runmode when cursor-key repeats (maybe not?)
32
33low priority:
34- player list form server for tell etc. commands
35- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
36- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
37- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
38- performance: use texture collections for upstream server data instead if gobs 65- performance: use texture collections for upstream server data instead if gobs
39 of small textures. 66 of small textures.
40- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41 affect neighbouring visible pixels (border bleeding).
42- pango fontsize measure and decrease to achieve real pixel height
43 67
44TEMPORARY SERVER TODO: 68TEMPORARY SERVER TODO:
69- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
45- palyer peaceful setting should be independen of game peaceful setting 70- palyer peaceful setting should be independen of game peaceful setting
46 (i.e. one should be able to become hostile against guards but still 71 (i.e. one should be able to become hostile against guards but still
47 be peaceful - the palyer peaceful would be toggled by priests and shown 72 be peaceful - the palyer peaceful would be toggled by priests and shown
48 in who, the game peaceful steting would be toggled by the peaceful command 73 in who, the game peaceful steting would be toggled by the peaceful command
49 but not otherwise shown). 74 but not otherwise shown).
50- pippij wants playerstealing to work between hostile players 75- pippij wants playerstealing to work between hostile players
51- schmorp wants to rework the who output format
52- attempt_jump tries to kick jumped-into monster,s but doesn't work 76- attempt_jump tries to kick jumped-into monster,s but doesn't work
53- 1) If you hide, and someone can see you trying to hide, you'll get a 77- 1) If you hide, and someone can see you trying to hide, you'll get a
54 message, even when you can't see that other person. 78 message, even when you can't see that other person.
55- 2) hiding exp is always 1, independant of how difficult it is to hide 79- 2) hiding exp is always 1, independant of how difficult it is to hide
56- 3) jumping into monsters does no damage, even though it's supposed to 80- 3) jumping into monsters does no damage, even though it's supposed to
57 be an attack (mentioned before). You also get no exp for this 81 be an attack (mentioned before). You also get no exp for this
58- 10) (feature request): bug/typo/idea commands to automatically log 82- 10) (feature request): bug/typo/idea commands to automatically log
59 your comments, with the mentioning of the current map (and perhaps an 83 your comments, with the mentioning of the current map (and perhaps an
60 item, if you do 'bug <item>'). 84 item, if you do 'bug <item>').
85
86
87 #TODO#d# display texture cache
88 {
89 glEnable GL_TEXTURE_2D;
90 glBindTexture GL_TEXTURE_2D, 41;
91 glColor 1, 1, 1, 1;
92 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
93 glEnable GL_BLEND;
94 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
95 glBegin GL_QUADS;
96 glTexCoord 0,1; glVertex 0,0;
97 glTexCoord 1,1; glVertex 255,0;
98 glTexCoord 1,0; glVertex 255,255;
99 glTexCoord 0,0; glVertex 0,255;
100 glEnd;
101 glDisable GL_BLEND;
102 glDisable GL_TEXTURE_2D;
103 }
61 104
62set_face 4783 => 70 105set_face 4783 => 70
63libpng warning: Ignoring gAMA chunk with gamma=0 106libpng warning: Ignoring gAMA chunk with gamma=0
64allocating id 71 107allocating id 71
65OK 108OK
72allocating id 73 115allocating id 73
73OK 116OK
74set_face 4784 => 73 117set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0 118libpng warning: Ignoring gAMA chunk with gamma=0
76 119
120 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.
121 /*first pass*/
122 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 if (premultpliedTransparency)
125 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
126 else
127 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
128 /*render the object here*/
129
130 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:
131 /*second pass*/
132 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
135 /*render the object with alpha replaced with 1-a*/
136
137 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:
138 /*third pass*/
139 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140 glDepthMask(TRUE); /*enable Z buffer*/
141 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142 /*render the object with alpha replaced with 1*/
143
144

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