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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.61 by root, Thu May 18 01:22:41 2006 UTC vs.
Revision 1.244 by root, Sun Nov 19 00:09:16 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: the completer has problems with pango-markup not getting escaped. 13- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
12- IMPORTANT: lose/regain mapping might clear messgae log 14- IMPORTANT: server-protocol/upgrade etc.
13 (maybe this happens when its being updated when the window isn't mapped => no 15- IMPORTANT: good installation instructions/problem faq.
14 window context?) 16- IMPORTANT: database creation parameters borked - fix and find upgrad epath
15- IMPORTANT:_ map feedback... e.g. when clicking on it 17- FEATURE: beside the floorbox, have a recent inventory items box
16- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 18- embedded widgets not always shown at corretc position initially.
17- IMPORTANT: '.' in map should repeat last command 19- fix the pod referencing - L<glossary/space> does not get you anywhere.
18- important: center and improve dialogs (create cFClient::UI::Dialog) 20 * possibly look into auto-marking (wiki-style) certain key sequences.
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 21
29should be solved/investitaged before release: 22should be solved/investigated before 1.0 release:
23- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
24- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
25- when in history "mode", completer cannot access completions at all
26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- 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.
28 ^^^^ when pressing shift-insert
29- offer common options such as use_skill sense xxx etc. in inventory via menu?
30- buttons should support hovering visually
31- notebooks should provide visual feedback (support from button class?)
32- floorbox out-of-screen after resizing (schmorp)
33- identify inventory hover slowness and fix it (schmorp)
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
37- playerbook/skills should have sensible tooltips with skill descriptions
38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
39- NPC dialog box should have close button which finishes the dialog
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- but fullscreen => minimize (alt-esc) => no way to go back [windows]
46- spell list => scroll down => "Pickup" => scrollbar not updated
47- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier?
49
50post-1.0:
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 51- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, pressing login with connection refused, then close window) 52 (after starting, press quit)
32- flopper/menu imrpovement: 53- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
33 * things that are menus should act more like menus 54- 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 55 affect neighbouring visible pixels (border bleeding).
35- add menu itemds for inventory items: mark/inscribe etc. 56- examine etc., should use extendeddrawinfo or sth. similar
36- remove wrap_mode hack from texture and make it a per-texture operation 57- 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 58- 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 59- look into extendedmapinfo
44- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 60- completer should know more about arguments, e.g. cast summon pet monster,
45 61 or that some commands do not take arguments ("drop all").
46low priority: 62- sliders do not change size after reconfigure.
47- player list from server for tell etc. commands 63- 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.). 64- 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 65- performance: use texture collections for upstream server data instead if gobs
52 of small textures. 66 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 67
57TEMPORARY SERVER TODO: 68TEMPORARY SERVER TODO:
69- 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 70- palyer peaceful setting should be independen of game peaceful setting
59 (i.e. one should be able to become hostile against guards but still 71 (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 72 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 73 in who, the game peaceful steting would be toggled by the peaceful command
62 but not otherwise shown). 74 but not otherwise shown).
69 be an attack (mentioned before). You also get no exp for this 81 be an attack (mentioned before). You also get no exp for this
70- 10) (feature request): bug/typo/idea commands to automatically log 82- 10) (feature request): bug/typo/idea commands to automatically log
71 your comments, with the mentioning of the current map (and perhaps an 83 your comments, with the mentioning of the current map (and perhaps an
72 item, if you do 'bug <item>'). 84 item, if you do 'bug <item>').
73 85
86
87 #TODO#d# display texture cache
88 {
89 glEnable GL_TEXTURE_2D;
90 glBindTexture GL_TEXTURE_2D, 41;
91 glColor 1, 1, 1, 1;
92 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
93 glEnable GL_BLEND;
94 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
95 glBegin GL_QUADS;
96 glTexCoord 0,1; glVertex 0,0;
97 glTexCoord 1,1; glVertex 255,0;
98 glTexCoord 1,0; glVertex 255,255;
99 glTexCoord 0,0; glVertex 0,255;
100 glEnd;
101 glDisable GL_BLEND;
102 glDisable GL_TEXTURE_2D;
103 }
104
74set_face 4783 => 70 105set_face 4783 => 70
75libpng warning: Ignoring gAMA chunk with gamma=0 106libpng warning: Ignoring gAMA chunk with gamma=0
76allocating id 71 107allocating id 71
77OK 108OK
78set_face 4782 => 71 109set_face 4782 => 71
84allocating id 73 115allocating id 73
85OK 116OK
86set_face 4784 => 73 117set_face 4784 => 73
87libpng warning: Ignoring gAMA chunk with gamma=0 118libpng warning: Ignoring gAMA chunk with gamma=0
88 119
120 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.
121 /*first pass*/
122 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 if (premultpliedTransparency)
125 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
126 else
127 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
128 /*render the object here*/
129
130 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:
131 /*second pass*/
132 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
135 /*render the object with alpha replaced with 1-a*/
136
137 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:
138 /*third pass*/
139 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140 glDepthMask(TRUE); /*enable Z buffer*/
141 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142 /*render the object with alpha replaced with 1*/
143
144

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