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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.52 by root, Wed May 17 10:08:07 2006 UTC vs.
Revision 1.251 by root, Wed Dec 13 17:30:02 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 6- ganondorf wants the complete to grow, never shrink
712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 7
11- IMPORTANT: inventory update must be incremental (too slow) (really? check) 8- ice in /whalingoutpost/misc/castle1
12- IMPORTANT: user interface (window positions etc.) should be saved, but 9 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13 b) widget layout is nontrivial as to not obscure map 10- PANGO: create upstream-patch for inclusion into pango
14 c) need better way to center map then middle-button, maybe map overview 11- SERVER: document ext/mapinfo and cfplus.ext
15 (but updates will be slow UPDATE updates are not at all slow). 12- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: animate faces in inventory etc. 13- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 14- LONG-TERM: map landmark labels
18- IMPORTANT: verify and correct connection-dependent texture management 15- LONG-TERM: player on map name
19 16
17- IMPORTANT: stats during item creation == crash? (reported by Grak)
18- IMPORTANT: server-protocol/upgrade etc.
19- IMPORTANT: good installation instructions/problem faq.
20- IMPORTANT: database creation parameters borked - fix and find upgrad epath
21- FEATURE: beside the floorbox, have a recent inventory items box
22- fix the pod referencing - L<glossary/space> does not get you anywhere.
23 * possibly look into auto-marking (wiki-style) certain key sequences.
24
20should be solved/investitaged before release: 25should be solved/investigated before 1.0 release:
26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
28- when in history "mode", completer cannot access completions at all
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- offer common options such as use_skill sense xxx etc. in inventory via menu?
31- buttons should support hovering visually
32- notebooks should provide visual feedback (support from button class?)
33- floorbox out-of-screen after resizing (schmorp)
34- identify inventory hover slowness and fix it (schmorp)
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- playerbook/skills should have sensible tooltips with skill descriptions
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- what happened to the dialog being shown when modifiers are pressed, showing
44 keybindings for this modifier?
45
46post-1.0:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing login with connection refused, then close window) 48 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation 49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
24- enter runmode when cursor-key repeats 50- 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 51 affect neighbouring visible pixels (border bleeding).
52- examine etc., should use extendeddrawinfo or sth. similar
53- player list from server for tell etc. commands
26- save only dirty cached maps, and save dirty maps != current map 54- 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
28- maybe move window managing functionality into toplevel
29- better window management (feedback)
30- look into extendedmapinfo 55- look into extendedmapinfo
31- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 56- completer should know more about arguments, e.g. cast summon pet monster,
32 57 or that some commands do not take arguments ("drop all").
33low priority: 58- sliders do not change size after reconfigure.
34- player list from server for tell etc. commands 59- enter runmode when cursor-key repeats (maybe not?)
35- examine etc., should use extendeddrawinfo or sth. similar
36- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
37- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
38- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
39 of small textures. 62 of small textures.
40- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 63- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
41 affect neighbouring visible pixels (border bleeding).
42- pango fontsize measure and decrease to achieve real pixel height
43 64
44TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
66- 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 67- palyer peaceful setting should be independen of game peaceful setting
46 (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
47 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
48 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
49 but not otherwise shown). 71 but not otherwise shown).
50- pippij wants playerstealing to work between hostile players
51- attempt_jump tries to kick jumped-into monster,s but doesn't work 72- attempt_jump tries to kick jumped-into monster,s but doesn't work
52- 1) If you hide, and someone can see you trying to hide, you'll get a 73- 1) If you hide, and someone can see you trying to hide, you'll get a
53 message, even when you can't see that other person. 74 message, even when you can't see that other person.
54- 2) hiding exp is always 1, independant of how difficult it is to hide 75- 2) hiding exp is always 1, independant of how difficult it is to hide
55- 3) jumping into monsters does no damage, even though it's supposed to 76- 3) jumping into monsters does no damage, even though it's supposed to
56 be an attack (mentioned before). You also get no exp for this 77 be an attack (mentioned before). You also get no exp for this
57- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
58 your comments, with the mentioning of the current map (and perhaps an 79 your comments, with the mentioning of the current map (and perhaps an
59 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
60 81
61set_face 4783 => 70
62libpng warning: Ignoring gAMA chunk with gamma=0
63allocating id 71
64OK
65set_face 4782 => 71
66libpng warning: Ignoring gAMA chunk with gamma=0
67allocating id 72
68OK
69set_face 4781 => 72
70libpng warning: Ignoring gAMA chunk with gamma=0
71allocating id 73
72OK
73set_face 4784 => 73
74libpng warning: Ignoring gAMA chunk with gamma=0
75 82
83 #TODO#d# display texture cache
84 {
85 glEnable GL_TEXTURE_2D;
86 glBindTexture GL_TEXTURE_2D, 41;
87 glColor 1, 1, 1, 1;
88 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
89 glEnable GL_BLEND;
90 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
91 glBegin GL_QUADS;
92 glTexCoord 0,1; glVertex 0,0;
93 glTexCoord 1,1; glVertex 255,0;
94 glTexCoord 1,0; glVertex 255,255;
95 glTexCoord 0,0; glVertex 0,255;
96 glEnd;
97 glDisable GL_BLEND;
98 glDisable GL_TEXTURE_2D;
99 }
100
101 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.
102 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 if (premultpliedTransparency)
106 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
107 else
108 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
109 /*render the object here*/
110
111 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:
112 /*second pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1-a*/
117
118 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:
119 /*third pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(TRUE); /*enable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1*/
124
125

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