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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.57 by root, Wed May 17 20:52:12 2006 UTC vs.
Revision 1.245 by root, Sun Nov 19 20:31:28 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- PANGO: create upstream-patch for inclusion into pango
712:17 <@schmorp> will have to do that for gce too 7- SERVER: document ext/mapinfo and cfplus.ext
812:17 <@schmorp> remind me of it 8- SERVER: memleak like hell: probably event-related? (probably not real)
912:17 <@schmorp> qwhen i next bundle it 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name
10 12
11- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 13- IMPORTANT: server-protocol/upgrade etc.
12- IMPORTANT: '.' in map should repeat last command 14- IMPORTANT: good installation instructions/problem faq.
13- important: center and improve dialogs (create cFClient::UI::Dialog) 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 16- FEATURE: beside the floorbox, have a recent inventory items box
15- IMPORTANT: inventory update must be incremental (too slow) (really? check) 17- embedded widgets not always shown at corretc position initially.
16- IMPORTANT: user interface (window positions etc.) should be saved, but 18- fix the pod referencing - L<glossary/space> does not get you anywhere.
17 b) widget layout is nontrivial as to not obscure map 19 * possibly look into auto-marking (wiki-style) certain key sequences.
18 c) need better way to center map then middle-button, maybe map overview
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
24should be solved/investitaged before release: 21should be solved/investigated before 1.0 release:
22- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
23- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
24- when in history "mode", completer cannot access completions at all
25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
26- 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.
27 ^^^^ when pressing shift-insert
28- offer common options such as use_skill sense xxx etc. in inventory via menu?
29- buttons should support hovering visually
30- notebooks should provide visual feedback (support from button class?)
31- floorbox out-of-screen after resizing (schmorp)
32- identify inventory hover slowness and fix it (schmorp)
33- use more graphical frames/separators to make dialogs more eye-pleasing/clean
34- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
35- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
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:
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 48 (after starting, press quit)
27- flopper/menu imrpovement: 49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
28 * things that are menus should act more like menus 50- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
29 * inmventory etc. should fade-in automatically when used 51 affect neighbouring visible pixels (border bleeding).
30- add menu itemds for inventory items: mark/inscribe etc. 52- examine etc., should use extendeddrawinfo or sth. similar
31- remove wrap_mode hack from texture and make it a per-texture operation 53- player list from server for tell etc. commands
32- enter runmode when cursor-key repeats
33- mapmap (overview) - scroll visible area by clicking/dragging
34- save only dirty cached maps, and save dirty maps != current map 54- save only dirty cached maps, and save dirty maps != current map
35- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
36- maybe move window managing functionality into toplevel
37- better window management (feedback)
38- look into extendedmapinfo 55- look into extendedmapinfo
39- 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,
40 57 or that some commands do not take arguments ("drop all").
41low priority: 58- sliders do not change size after reconfigure.
42- player list from server for tell etc. commands 59- enter runmode when cursor-key repeats (maybe not?)
43- examine etc., should use extendeddrawinfo or sth. similar
44- 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.).
45- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
46- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
47 of small textures. 62 of small textures.
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- pango fontsize measure and decrease to achieve real pixel height
51 63
52TEMPORARY SERVER TODO: 64TEMPORARY SERVER TODO:
65- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
53- palyer peaceful setting should be independen of game peaceful setting 66- palyer peaceful setting should be independen of game peaceful setting
54 (i.e. one should be able to become hostile against guards but still 67 (i.e. one should be able to become hostile against guards but still
55 be peaceful - the palyer peaceful would be toggled by priests and shown 68 be peaceful - the palyer peaceful would be toggled by priests and shown
56 in who, the game peaceful steting would be toggled by the peaceful command 69 in who, the game peaceful steting would be toggled by the peaceful command
57 but not otherwise shown). 70 but not otherwise shown).
64 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
65- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
66 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
67 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
68 81
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
69set_face 4783 => 70 101set_face 4783 => 70
70libpng warning: Ignoring gAMA chunk with gamma=0 102libpng warning: Ignoring gAMA chunk with gamma=0
71allocating id 71 103allocating id 71
72OK 104OK
73set_face 4782 => 71 105set_face 4782 => 71
79allocating id 73 111allocating id 73
80OK 112OK
81set_face 4784 => 73 113set_face 4784 => 73
82libpng warning: Ignoring gAMA chunk with gamma=0 114libpng warning: Ignoring gAMA chunk with gamma=0
83 115
116 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.
117 /*first pass*/
118 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
119 glDepthMask(FALSE); /*disable Z buffer*/
120 if (premultpliedTransparency)
121 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
122 else
123 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
124 /*render the object here*/
125
126 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:
127 /*second pass*/
128 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
129 glDepthMask(FALSE); /*disable Z buffer*/
130 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
131 /*render the object with alpha replaced with 1-a*/
132
133 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:
134 /*third pass*/
135 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
136 glDepthMask(TRUE); /*enable Z buffer*/
137 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
138 /*render the object with alpha replaced with 1*/
139
140

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