ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.61 by root, Thu May 18 01:22:41 2006 UTC vs.
Revision 1.224 by root, Sat Jul 29 16:02:53 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: the completer has problems with pango-markup not getting escaped. 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: lose/regain mapping might clear messgae log 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13 (maybe this happens when its being updated when the window isn't mapped => no 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14 window context?) 14- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT:_ map feedback... e.g. when clicking on it 15- SERVER: utf8-ify client-side messages
16- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
17- IMPORTANT: '.' in map should repeat last command
18- important: center and improve dialogs (create cFClient::UI::Dialog)
19- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
20- IMPORTANT: inventory update must be incremental (too slow) (really? check)
21- IMPORTANT: user interface (window positions etc.) should be saved, but
22 b) widget layout is nontrivial as to not obscure map
23 c) need better way to center map then middle-button, maybe map overview
24 (but updates will be slow UPDATE updates are not at all slow).
25- IMPORTANT: animate faces in inventory etc.
26- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
27- IMPORTANT: verify and correct connection-dependent texture management
28 16
17- REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is
18- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
19- skill book - tooltips with description and bind-to-key (schmorp)
20- IMPORTANT: server-protocol/upgrade etc.
21- IMPORTANT: good installation instructions/problem faq.
22
29should be solved/investitaged before release: 23should be solved/investigated before 1.0 release:
24- offer common options such as use_skill sense xxx etc. in inventory via menu?
25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
26- buttons should support hovering visually
27- notebooks should provide visual feedback (support from button class?)
28- floorbox out-of-screen after resizing (schmorp)
29- identify inventory hover slowness and fix it (schmorp)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean
31- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
33- playerbook/skills should have sensible tooltips with skill descriptions
34- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
35- NPC dialog box should have close button which finishes the dialog
36- mapmap (overview) - scroll visible area by clicking/dragging
37- binding window and editor layout broken for long recordings => use scroller
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
40- maybe support mb4/mb5 on selected widgets to facilitate scrolling
41 (inventory, spell list, messge log...) => marc
42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- but fullscreen => minimize (alt-esc) => no way to go back [windows]
44- spell list => scroll down => "Pickup" => scrollbar not updated
45- what happened to the dialog being shown when modifiers are pressed, showing
46 keybindings for this modifier?
47- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
48
49post-1.0:
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 50- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, pressing login with connection refused, then close window) 51 (after starting, press quit)
32- flopper/menu imrpovement: 52- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
33 * things that are menus should act more like menus 53- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
34 * inmventory etc. should fade-in automatically when used 54 affect neighbouring visible pixels (border bleeding).
35- add menu itemds for inventory items: mark/inscribe etc. 55- examine etc., should use extendeddrawinfo or sth. similar
36- remove wrap_mode hack from texture and make it a per-texture operation 56- player list from server for tell etc. commands
37- enter runmode when cursor-key repeats
38- mapmap (overview) - scroll visible area by clicking/dragging
39- save only dirty cached maps, and save dirty maps != current map 57- save only dirty cached maps, and save dirty maps != current map
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
41- maybe move window managing functionality into toplevel
42- better window management (feedback)
43- look into extendedmapinfo 58- look into extendedmapinfo
44- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 59- completer should know more about arguments, e.g. cast summon pet monster,
45 60 or that some commands do not take arguments ("drop all").
46low priority: 61- sliders do not change size after reconfigure.
47- player list from server for tell etc. commands 62- enter runmode when cursor-key repeats (maybe not?)
48- examine etc., should use extendeddrawinfo or sth. similar
49- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 63- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
50- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
51- performance: use texture collections for upstream server data instead if gobs 64- performance: use texture collections for upstream server data instead if gobs
52 of small textures. 65 of small textures.
53- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
54 affect neighbouring visible pixels (border bleeding).
55- pango fontsize measure and decrease to achieve real pixel height
56 66
57TEMPORARY SERVER TODO: 67TEMPORARY SERVER TODO:
68- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
58- palyer peaceful setting should be independen of game peaceful setting 69- palyer peaceful setting should be independen of game peaceful setting
59 (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
60 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
61 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
62 but not otherwise shown). 73 but not otherwise shown).
69 be an attack (mentioned before). You also get no exp for this 80 be an attack (mentioned before). You also get no exp for this
70- 10) (feature request): bug/typo/idea commands to automatically log 81- 10) (feature request): bug/typo/idea commands to automatically log
71 your comments, with the mentioning of the current map (and perhaps an 82 your comments, with the mentioning of the current map (and perhaps an
72 item, if you do 'bug <item>'). 83 item, if you do 'bug <item>').
73 84
85
86 #TODO#d# display texture cache
87 {
88 glEnable GL_TEXTURE_2D;
89 glBindTexture GL_TEXTURE_2D, 41;
90 glColor 1, 1, 1, 1;
91 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
92 glEnable GL_BLEND;
93 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
94 glBegin GL_QUADS;
95 glTexCoord 0,1; glVertex 0,0;
96 glTexCoord 1,1; glVertex 255,0;
97 glTexCoord 1,0; glVertex 255,255;
98 glTexCoord 0,0; glVertex 0,255;
99 glEnd;
100 glDisable GL_BLEND;
101 glDisable GL_TEXTURE_2D;
102 }
103
74set_face 4783 => 70 104set_face 4783 => 70
75libpng warning: Ignoring gAMA chunk with gamma=0 105libpng warning: Ignoring gAMA chunk with gamma=0
76allocating id 71 106allocating id 71
77OK 107OK
78set_face 4782 => 71 108set_face 4782 => 71
84allocating id 73 114allocating id 73
85OK 115OK
86set_face 4784 => 73 116set_face 4784 => 73
87libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
88 118
119 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.
120 /*first pass*/
121 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 if (premultpliedTransparency)
124 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
125 else
126 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
127 /*render the object here*/
128
129 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:
130 /*second pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1-a*/
135
136 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:
137 /*third pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(TRUE); /*enable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1*/
142
143

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines