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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.60 by root, Thu May 18 00:56:27 2006 UTC vs.
Revision 1.238 by root, Fri Sep 29 00:56:05 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: lose/regain mapping might clear messgae log 11- PANGO: create upstream-patch for inclusion into pango
12 (maybe this happens when its being updated when the window isn't mapped => no 12- SERVER: document ext/mapinfo and cfplus.ext
13 window context?) 13- SERVER: memleak like hell: probably event-related?
14- IMPORTANT:_ map feedback... e.g. when clicking on it 14- LONG-TERM: party member health etc. status
15- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 15- LONG-TERM: map landmark labels
16- IMPORTANT: '.' in map should repeat last command 16- LONG-TERM: player on map name
17- important: center and improve dialogs (create cFClient::UI::Dialog) 17- LONG-TERM: monster health-bars on map
18- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
19- IMPORTANT: inventory update must be incremental (too slow) (really? check)
20- IMPORTANT: user interface (window positions etc.) should be saved, but
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24- IMPORTANT: animate faces in inventory etc.
25- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
26- IMPORTANT: verify and correct connection-dependent texture management
27 18
19- fog-of-war is off by one, (elmex; i've seen this the last time i played)
20- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
21- IMPORTANT: inventory sorting only works after having it selected, not initially after startup.
22- IMPORTANT: server-protocol/upgrade etc.
23- IMPORTANT: good installation instructions/problem faq.
24- IMPORTANT: database creation parameters borked - fix and find upgrad epath
25- FEATURE: beside the floorbox, have a recent inventory items box
26
28should be solved/investitaged before release: 27should be solved/investigated before 1.0 release:
28- should not segfault when no soundcard installed.
29- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
30- when in history "mode", completer cannot access completions at all
31- <tt> not working on windows ?!
32- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33- 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.
34 ^^^^ when pressing shift-insert
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- use more graphical frames/separators to make dialogs more eye-pleasing/clean
41- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
42- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
43- playerbook/skills should have sensible tooltips with skill descriptions
44- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
45- NPC dialog box should have close button which finishes the dialog
46- mapmap (overview) - scroll visible area by clicking/dragging
47- binding window and editor layout broken for long recordings => use scroller
48- maybe open the help viewer on the first start, or a simple dialog that
49 initially lists keybidings for gcfclient converts.
50- maybe support mb4/mb5 on selected widgets to facilitate scrolling
51 (inventory, spell list, messge log...) => marc
52- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
53- but fullscreen => minimize (alt-esc) => no way to go back [windows]
54- spell list => scroll down => "Pickup" => scrollbar not updated
55- what happened to the dialog being shown when modifiers are pressed, showing
56 keybindings for this modifier?
57- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
58
59post-1.0:
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 60- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, pressing login with connection refused, then close window) 61 (after starting, press quit)
31- flopper/menu imrpovement: 62- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
32 * things that are menus should act more like menus 63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
33 * inmventory etc. should fade-in automatically when used 64 affect neighbouring visible pixels (border bleeding).
34- add menu itemds for inventory items: mark/inscribe etc. 65- examine etc., should use extendeddrawinfo or sth. similar
35- remove wrap_mode hack from texture and make it a per-texture operation 66- player list from server for tell etc. commands
36- enter runmode when cursor-key repeats
37- mapmap (overview) - scroll visible area by clicking/dragging
38- save only dirty cached maps, and save dirty maps != current map 67- save only dirty cached maps, and save dirty maps != current map
39- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40- maybe move window managing functionality into toplevel
41- better window management (feedback)
42- look into extendedmapinfo 68- look into extendedmapinfo
43- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 69- completer should know more about arguments, e.g. cast summon pet monster,
44 70 or that some commands do not take arguments ("drop all").
45low priority: 71- sliders do not change size after reconfigure.
46- player list from server for tell etc. commands 72- enter runmode when cursor-key repeats (maybe not?)
47- examine etc., should use extendeddrawinfo or sth. similar
48- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 73- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
49- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
50- performance: use texture collections for upstream server data instead if gobs 74- performance: use texture collections for upstream server data instead if gobs
51 of small textures. 75 of small textures.
52- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
53 affect neighbouring visible pixels (border bleeding).
54- pango fontsize measure and decrease to achieve real pixel height
55 76
56TEMPORARY SERVER TODO: 77TEMPORARY SERVER TODO:
78- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
57- palyer peaceful setting should be independen of game peaceful setting 79- palyer peaceful setting should be independen of game peaceful setting
58 (i.e. one should be able to become hostile against guards but still 80 (i.e. one should be able to become hostile against guards but still
59 be peaceful - the palyer peaceful would be toggled by priests and shown 81 be peaceful - the palyer peaceful would be toggled by priests and shown
60 in who, the game peaceful steting would be toggled by the peaceful command 82 in who, the game peaceful steting would be toggled by the peaceful command
61 but not otherwise shown). 83 but not otherwise shown).
68 be an attack (mentioned before). You also get no exp for this 90 be an attack (mentioned before). You also get no exp for this
69- 10) (feature request): bug/typo/idea commands to automatically log 91- 10) (feature request): bug/typo/idea commands to automatically log
70 your comments, with the mentioning of the current map (and perhaps an 92 your comments, with the mentioning of the current map (and perhaps an
71 item, if you do 'bug <item>'). 93 item, if you do 'bug <item>').
72 94
95
96 #TODO#d# display texture cache
97 {
98 glEnable GL_TEXTURE_2D;
99 glBindTexture GL_TEXTURE_2D, 41;
100 glColor 1, 1, 1, 1;
101 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
102 glEnable GL_BLEND;
103 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
104 glBegin GL_QUADS;
105 glTexCoord 0,1; glVertex 0,0;
106 glTexCoord 1,1; glVertex 255,0;
107 glTexCoord 1,0; glVertex 255,255;
108 glTexCoord 0,0; glVertex 0,255;
109 glEnd;
110 glDisable GL_BLEND;
111 glDisable GL_TEXTURE_2D;
112 }
113
73set_face 4783 => 70 114set_face 4783 => 70
74libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
75allocating id 71 116allocating id 71
76OK 117OK
77set_face 4782 => 71 118set_face 4782 => 71
83allocating id 73 124allocating id 73
84OK 125OK
85set_face 4784 => 73 126set_face 4784 => 73
86libpng warning: Ignoring gAMA chunk with gamma=0 127libpng warning: Ignoring gAMA chunk with gamma=0
87 128
129 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.
130 /*first pass*/
131 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 if (premultpliedTransparency)
134 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
135 else
136 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
137 /*render the object here*/
138
139 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:
140 /*second pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(FALSE); /*disable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1-a*/
145
146 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:
147 /*third pass*/
148 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
149 glDepthMask(TRUE); /*enable Z buffer*/
150 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
151 /*render the object with alpha replaced with 1*/
152
153

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