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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 1.253 by root, Fri Dec 22 16:39:14 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 7- keypad-enter does not do the same as return in text entries
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 8
11- IMPORTANT: lose/regain mapping might clear messgae log 9- ice in /whalingoutpost/misc/castle1
12 (maybe this happens when its being updated when the window isn't mapped => no 10 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13 window context?) 11- PANGO: create upstream-patch for inclusion into pango
14- IMPORTANT:_ map feedback... e.g. when clicking on it 12- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 13- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: '.' in map should repeat last command 14- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- important: center and improve dialogs (create cFClient::UI::Dialog) 15- LONG-TERM: map landmark labels
18- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 16- LONG-TERM: player on map name
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 17
18- player speed is only shown as current, not unencumbered max as in gcfclient
19- IMPORTANT: stats during item creation == crash? (reported by Grak)
20- IMPORTANT: server-protocol/upgrade etc.
21- IMPORTANT: good installation instructions/problem faq.
22- IMPORTANT: database creation parameters borked - fix and find upgrad epath
23- FEATURE: beside the floorbox, have a recent inventory items box
24- fix the pod referencing - L<glossary/space> does not get you anywhere.
25 * possibly look into auto-marking (wiki-style) certain key sequences.
26
28should be solved/investitaged before release: 27should be solved/investigated before 1.0 release:
28- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
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- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32- offer common options such as use_skill sense xxx etc. in inventory via menu?
33- buttons should support hovering visually
34- notebooks should provide visual feedback (support from button class?)
35- floorbox out-of-screen after resizing (schmorp)
36- identify inventory hover slowness and fix it (schmorp)
37- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
38- playerbook/skills should have sensible tooltips with skill descriptions
39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
40- mapmap (overview) - scroll visible area by clicking/dragging
41- binding window and editor layout broken for long recordings => use scroller
42- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts.
44- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
45- what happened to the dialog being shown when modifiers are pressed, showing
46 keybindings for this modifier?
47
48post-1.0:
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 49- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, pressing login with connection refused, then close window) 50 (after starting, press quit)
31- flopper/menu imrpovement: 51- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
32 * things that are menus should act more like menus 52- 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 53 affect neighbouring visible pixels (border bleeding).
34- add menu itemds for inventory items: mark/inscribe etc. 54- examine etc., should use extendeddrawinfo or sth. similar
35- remove wrap_mode hack from texture and make it a per-texture operation 55- 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 56- 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 57- look into extendedmapinfo
43- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 58- completer should know more about arguments, e.g. cast summon pet monster,
44 59 or that some commands do not take arguments ("drop all").
45low priority: 60- sliders do not change size after reconfigure.
46- player list from server for tell etc. commands 61- 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.). 62- 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 63- performance: use texture collections for upstream server data instead if gobs
51 of small textures. 64 of small textures.
52- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 65- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
53 affect neighbouring visible pixels (border bleeding).
54- pango fontsize measure and decrease to achieve real pixel height
55 66
56TEMPORARY SERVER TODO: 67TEMPORARY SERVER TODO:
68- 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 69- palyer peaceful setting should be independen of game peaceful setting
58 (i.e. one should be able to become hostile against guards but still 70 (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 71 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 72 in who, the game peaceful steting would be toggled by the peaceful command
61 but not otherwise shown). 73 but not otherwise shown).
62- pippij wants playerstealing to work between hostile players
63- attempt_jump tries to kick jumped-into monster,s but doesn't work 74- attempt_jump tries to kick jumped-into monster,s but doesn't work
64- 1) If you hide, and someone can see you trying to hide, you'll get a 75- 1) If you hide, and someone can see you trying to hide, you'll get a
65 message, even when you can't see that other person. 76 message, even when you can't see that other person.
66- 2) hiding exp is always 1, independant of how difficult it is to hide 77- 2) hiding exp is always 1, independant of how difficult it is to hide
67- 3) jumping into monsters does no damage, even though it's supposed to 78- 3) jumping into monsters does no damage, even though it's supposed to
68 be an attack (mentioned before). You also get no exp for this 79 be an attack (mentioned before). You also get no exp for this
69- 10) (feature request): bug/typo/idea commands to automatically log 80- 10) (feature request): bug/typo/idea commands to automatically log
70 your comments, with the mentioning of the current map (and perhaps an 81 your comments, with the mentioning of the current map (and perhaps an
71 item, if you do 'bug <item>'). 82 item, if you do 'bug <item>').
72 83
73set_face 4783 => 70
74libpng warning: Ignoring gAMA chunk with gamma=0
75allocating id 71
76OK
77set_face 4782 => 71
78libpng warning: Ignoring gAMA chunk with gamma=0
79allocating id 72
80OK
81set_face 4781 => 72
82libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 73
84OK
85set_face 4784 => 73
86libpng warning: Ignoring gAMA chunk with gamma=0
87 84
85 #TODO#d# display texture cache
86 {
87 glEnable GL_TEXTURE_2D;
88 glBindTexture GL_TEXTURE_2D, 41;
89 glColor 1, 1, 1, 1;
90 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
91 glEnable GL_BLEND;
92 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
93 glBegin GL_QUADS;
94 glTexCoord 0,1; glVertex 0,0;
95 glTexCoord 1,1; glVertex 255,0;
96 glTexCoord 1,0; glVertex 255,255;
97 glTexCoord 0,0; glVertex 0,255;
98 glEnd;
99 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D;
101 }
102
103 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.
104 /*first pass*/
105 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
106 glDepthMask(FALSE); /*disable Z buffer*/
107 if (premultpliedTransparency)
108 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
109 else
110 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
111 /*render the object here*/
112
113 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:
114 /*second pass*/
115 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
116 glDepthMask(FALSE); /*disable Z buffer*/
117 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
118 /*render the object with alpha replaced with 1-a*/
119
120 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:
121 /*third pass*/
122 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
123 glDepthMask(TRUE); /*enable Z buffer*/
124 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
125 /*render the object with alpha replaced with 1*/
126
127

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