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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.53 by root, Wed May 17 10:12:21 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: online documentation for the client (rig up a podviewer with textview) 12- ice in /whalingoutpost/misc/castle1
12- important: center and improve dialogs (create cFClient::UI::Dialog) 13 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13- IMPORTANT: inventory update must be incremental (too slow) (really? check) 14- PANGO: create upstream-patch for inclusion into pango
14- IMPORTANT: user interface (window positions etc.) should be saved, but 15- SERVER: document ext/mapinfo and cfplus.ext
15 b) widget layout is nontrivial as to not obscure map 16- SERVER: memleak like hell: probably event-related? (probably not real)
16 c) need better way to center map then middle-button, maybe map overview 17- LONG-TERM: party member health etc. status (needs player list, then trivial)
17 (but updates will be slow UPDATE updates are not at all slow). 18- LONG-TERM: map landmark labels
18- IMPORTANT: animate faces in inventory etc. 19- LONG-TERM: player on map name
19- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
20- IMPORTANT: verify and correct connection-dependent texture management
21 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
22should 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:
23- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 52- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
24 (after starting, pressing login with connection refused, then close window) 53 (after starting, press quit)
25- 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)
26- enter runmode when cursor-key repeats 55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
27- 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
28- save only dirty cached maps, and save dirty maps != current map 59- save only dirty cached maps, and save dirty maps != current map
29- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
30- maybe move window managing functionality into toplevel
31- better window management (feedback)
32- look into extendedmapinfo 60- look into extendedmapinfo
33- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 61- completer should know more about arguments, e.g. cast summon pet monster,
34 62 or that some commands do not take arguments ("drop all").
35low priority: 63- sliders do not change size after reconfigure.
36- player list from server for tell etc. commands 64- enter runmode when cursor-key repeats (maybe not?)
37- examine etc., should use extendeddrawinfo or sth. similar
38- 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.).
39- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
40- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
41 of small textures. 67 of small textures.
42- 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
43 affect neighbouring visible pixels (border bleeding).
44- pango fontsize measure and decrease to achieve real pixel height
45 69
46TEMPORARY SERVER TODO: 70TEMPORARY SERVER TODO:
71- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
47- palyer peaceful setting should be independen of game peaceful setting 72- palyer peaceful setting should be independen of game peaceful setting
48 (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
49 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
50 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
51 but not otherwise shown). 76 but not otherwise shown).
52- pippij wants playerstealing to work between hostile players
53- 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
54- 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
55 message, even when you can't see that other person. 79 message, even when you can't see that other person.
56- 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
57- 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
58 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
59- 10) (feature request): bug/typo/idea commands to automatically log 83- 10) (feature request): bug/typo/idea commands to automatically log
60 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
61 item, if you do 'bug <item>'). 85 item, if you do 'bug <item>').
62 86
63set_face 4783 => 70
64libpng warning: Ignoring gAMA chunk with gamma=0
65allocating id 71
66OK
67set_face 4782 => 71
68libpng warning: Ignoring gAMA chunk with gamma=0
69allocating id 72
70OK
71set_face 4781 => 72
72libpng warning: Ignoring gAMA chunk with gamma=0
73allocating id 73
74OK
75set_face 4784 => 73
76libpng warning: Ignoring gAMA chunk with gamma=0
77 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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