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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.62 by root, Thu May 18 01:36:42 2006 UTC vs.
Revision 1.233 by root, Mon Aug 14 02:08:30 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: logical ops are extremely slow on e.g. TNT2, do use a different effect, pls. 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: the completer has problems with pango-markup not getting escaped. 12- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: lose/regain mapping might clear messgae log 13- SERVER: memleak like hell: probably event-related?
14 (maybe this happens when its being updated when the window isn't mapped => no 14- LONG-TERM: party member health etc. status
15 window context?) 15- LONG-TERM: map landmark labels
16- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 16- LONG-TERM: player on map name
17- IMPORTANT:_ map feedback... e.g. when clicking on it 17- LONG-TERM: monster health-bars on map
18- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
19- IMPORTANT: '.' in map should repeat last command
20- important: center and improve dialogs (create cFClient::UI::Dialog)
21- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
22- IMPORTANT: inventory update must be incremental (too slow) (really? check)
23- IMPORTANT: user interface (window positions etc.) should be saved, but
24 b) widget layout is nontrivial as to not obscure map
25 c) need better way to center map then middle-button, maybe map overview
26 (but updates will be slow UPDATE updates are not at all slow).
27- IMPORTANT: animate faces in inventory etc.
28- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
29- IMPORTANT: verify and correct connection-dependent texture management
30 18
19- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
20- skill book - tooltips with description (schmorp)
21- IMPORTANT: server-protocol/upgrade etc.
22- IMPORTANT: good installation instructions/problem faq.
23
31should be solved/investitaged before release: 24should be solved/investigated before 1.0 release:
25- docviewer should save/restore paragraph offset on foreward/backward.
26- like use skill inscription on items in inventory, also allow rename to for such items
27- when in history "mode", completer cannot access completions at all
28- <tt> not working on windows ?!
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- 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.
31 ^^^^ when pressing shift-insert
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- use more graphical frames/separators to make dialogs more eye-pleasing/clean
38- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
39- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
40- playerbook/skills should have sensible tooltips with skill descriptions
41- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
42- NPC dialog box should have close button which finishes the dialog
43- mapmap (overview) - scroll visible area by clicking/dragging
44- binding window and editor layout broken for long recordings => use scroller
45- maybe open the help viewer on the first start, or a simple dialog that
46 initially lists keybidings for gcfclient converts.
47- maybe support mb4/mb5 on selected widgets to facilitate scrolling
48 (inventory, spell list, messge log...) => marc
49- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
50- but fullscreen => minimize (alt-esc) => no way to go back [windows]
51- spell list => scroll down => "Pickup" => scrollbar not updated
52- what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier?
54- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
55
56post-1.0:
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 57- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, pressing login with connection refused, then close window) 58 (after starting, press quit)
34- flopper/menu imrpovement: 59- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
35 * things that are menus should act more like menus 60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
36 * inmventory etc. should fade-in automatically when used 61 affect neighbouring visible pixels (border bleeding).
37- add menu itemds for inventory items: mark/inscribe etc. 62- examine etc., should use extendeddrawinfo or sth. similar
38- remove wrap_mode hack from texture and make it a per-texture operation 63- player list from server for tell etc. commands
39- enter runmode when cursor-key repeats
40- mapmap (overview) - scroll visible area by clicking/dragging
41- save only dirty cached maps, and save dirty maps != current map 64- save only dirty cached maps, and save dirty maps != current map
42- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
43- maybe move window managing functionality into toplevel
44- better window management (feedback)
45- look into extendedmapinfo 65- look into extendedmapinfo
46- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 66- completer should know more about arguments, e.g. cast summon pet monster,
47 67 or that some commands do not take arguments ("drop all").
48low priority: 68- sliders do not change size after reconfigure.
49- player list from server for tell etc. commands 69- enter runmode when cursor-key repeats (maybe not?)
50- examine etc., should use extendeddrawinfo or sth. similar
51- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
52- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
53- performance: use texture collections for upstream server data instead if gobs 71- performance: use texture collections for upstream server data instead if gobs
54 of small textures. 72 of small textures.
55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56 affect neighbouring visible pixels (border bleeding).
57- pango fontsize measure and decrease to achieve real pixel height
58 73
59TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
60- palyer peaceful setting should be independen of game peaceful setting 76- palyer peaceful setting should be independen of game peaceful setting
61 (i.e. one should be able to become hostile against guards but still 77 (i.e. one should be able to become hostile against guards but still
62 be peaceful - the palyer peaceful would be toggled by priests and shown 78 be peaceful - the palyer peaceful would be toggled by priests and shown
63 in who, the game peaceful steting would be toggled by the peaceful command 79 in who, the game peaceful steting would be toggled by the peaceful command
64 but not otherwise shown). 80 but not otherwise shown).
71 be an attack (mentioned before). You also get no exp for this 87 be an attack (mentioned before). You also get no exp for this
72- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
73 your comments, with the mentioning of the current map (and perhaps an 89 your comments, with the mentioning of the current map (and perhaps an
74 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
75 91
92
93 #TODO#d# display texture cache
94 {
95 glEnable GL_TEXTURE_2D;
96 glBindTexture GL_TEXTURE_2D, 41;
97 glColor 1, 1, 1, 1;
98 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
99 glEnable GL_BLEND;
100 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
101 glBegin GL_QUADS;
102 glTexCoord 0,1; glVertex 0,0;
103 glTexCoord 1,1; glVertex 255,0;
104 glTexCoord 1,0; glVertex 255,255;
105 glTexCoord 0,0; glVertex 0,255;
106 glEnd;
107 glDisable GL_BLEND;
108 glDisable GL_TEXTURE_2D;
109 }
110
76set_face 4783 => 70 111set_face 4783 => 70
77libpng warning: Ignoring gAMA chunk with gamma=0 112libpng warning: Ignoring gAMA chunk with gamma=0
78allocating id 71 113allocating id 71
79OK 114OK
80set_face 4782 => 71 115set_face 4782 => 71
86allocating id 73 121allocating id 73
87OK 122OK
88set_face 4784 => 73 123set_face 4784 => 73
89libpng warning: Ignoring gAMA chunk with gamma=0 124libpng warning: Ignoring gAMA chunk with gamma=0
90 125
126 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.
127 /*first pass*/
128 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
129 glDepthMask(FALSE); /*disable Z buffer*/
130 if (premultpliedTransparency)
131 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
132 else
133 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
134 /*render the object here*/
135
136 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:
137 /*second pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(FALSE); /*disable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1-a*/
142
143 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:
144 /*third pass*/
145 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
146 glDepthMask(TRUE); /*enable Z buffer*/
147 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
148 /*render the object with alpha replaced with 1*/
149
150

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