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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 1.260 by root, Sun Jul 15 21:02:20 2007 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
4macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 6http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 7
612:17 <@schmorp> i do list all libs manually for pclient 8- improve smoothing implementation to be cleaner and more efficient.
712:17 <@schmorp> will have to do that for gce too 9- make smoothing a separate setting, or depend on fast&ugly.
812:17 <@schmorp> remind me of 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- automccompleter should vanish when its losing focus
12- IMPORTANT: the completer has problems with pango-markup not getting escaped. 12- allow inventory window to be stacked vertically, maybe?
13- IMPORTANT: lose/regain mapping might clear messgae log 13- ganondorf wants the complete to grow, never shrink
14 (maybe this happens when its being updated when the window isn't mapped => no 14- keypad-enter does not do the same as return in text entries
15 window context?)
16- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
17- IMPORTANT:_ map feedback... e.g. when clicking on it
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 15
16- ice in /whalingoutpost/misc/castle1
17 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
18- PANGO: create upstream-patch for inclusion into pango
19- SERVER: document ext/mapinfo and cfplus.ext
20- SERVER: memleak like hell: probably event-related? (probably not real)
21- LONG-TERM: party member health etc. status (needs player list, then trivial)
22- LONG-TERM: map landmark labels
23- LONG-TERM: player on map name
24
25- player speed is only shown as current, not unencumbered max as in gcfclient
26- IMPORTANT: stats during item creation == crash? (reported by Grak)
27- IMPORTANT: server-protocol/upgrade etc.
28- IMPORTANT: good installation instructions/problem faq.
29- IMPORTANT: database creation parameters borked - fix and find upgrad epath
30- FEATURE: beside the floorbox, have a recent inventory items box
31- fix the pod referencing - L<glossary/space> does not get you anywhere.
32 * possibly look into auto-marking (wiki-style) certain key sequences.
33
31should be solved/investitaged before release: 34should be solved/investigated before 1.0 release:
35- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
36- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
37- when in history "mode", completer cannot access completions at all
38- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
39- offer common options such as use_skill sense xxx etc. in inventory via menu?
40- buttons should support hovering visually
41- notebooks should provide visual feedback (support from button class?)
42- floorbox out-of-screen after resizing (schmorp)
43- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
44- playerbook/skills should have sensible tooltips with skill descriptions
45- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
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 the top fancyframe border should be larger (for close button and title to be more visible?)
51- what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier?
53
54post-1.0:
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 55- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, pressing login with connection refused, then close window) 56 (after starting, press quit)
34- flopper/menu imrpovement: 57- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
35 * things that are menus should act more like menus 58- 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 59 affect neighbouring visible pixels (border bleeding).
37- add menu itemds for inventory items: mark/inscribe etc. 60- examine etc., should use extendeddrawinfo or sth. similar
38- remove wrap_mode hack from texture and make it a per-texture operation 61- 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 62- 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 63- look into extendedmapinfo
46- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 64- completer should know more about arguments, e.g. cast summon pet monster,
47 65 or that some commands do not take arguments ("drop all").
48low priority: 66- sliders do not change size after reconfigure.
49- player list from server for tell etc. commands 67- 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.). 68- 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 69- performance: use texture collections for upstream server data instead if gobs
54 of small textures. 70 of small textures.
55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 71- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
56 affect neighbouring visible pixels (border bleeding).
57- pango fontsize measure and decrease to achieve real pixel height
58 72
59TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- 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 75- palyer peaceful setting should be independen of game peaceful setting
61 (i.e. one should be able to become hostile against guards but still 76 (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 77 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 78 in who, the game peaceful steting would be toggled by the peaceful command
64 but not otherwise shown). 79 but not otherwise shown).
65- pippij wants playerstealing to work between hostile players
66- attempt_jump tries to kick jumped-into monster,s but doesn't work 80- attempt_jump tries to kick jumped-into monster,s but doesn't work
67- 1) If you hide, and someone can see you trying to hide, you'll get a 81- 1) If you hide, and someone can see you trying to hide, you'll get a
68 message, even when you can't see that other person. 82 message, even when you can't see that other person.
69- 2) hiding exp is always 1, independant of how difficult it is to hide 83- 2) hiding exp is always 1, independant of how difficult it is to hide
70- 3) jumping into monsters does no damage, even though it's supposed to 84- 3) jumping into monsters does no damage, even though it's supposed to
71 be an attack (mentioned before). You also get no exp for this 85 be an attack (mentioned before). You also get no exp for this
72- 10) (feature request): bug/typo/idea commands to automatically log 86- 10) (feature request): bug/typo/idea commands to automatically log
73 your comments, with the mentioning of the current map (and perhaps an 87 your comments, with the mentioning of the current map (and perhaps an
74 item, if you do 'bug <item>'). 88 item, if you do 'bug <item>').
75 89
76set_face 4783 => 70
77libpng warning: Ignoring gAMA chunk with gamma=0
78allocating id 71
79OK
80set_face 4782 => 71
81libpng warning: Ignoring gAMA chunk with gamma=0
82allocating id 72
83OK
84set_face 4781 => 72
85libpng warning: Ignoring gAMA chunk with gamma=0
86allocating id 73
87OK
88set_face 4784 => 73
89libpng warning: Ignoring gAMA chunk with gamma=0
90 90
91 #TODO#d# display texture cache
92 {
93 glEnable GL_TEXTURE_2D;
94 glBindTexture GL_TEXTURE_2D, 41;
95 glColor 1, 1, 1, 1;
96 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
97 glEnable GL_BLEND;
98 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
99 glBegin GL_QUADS;
100 glTexCoord 0,1; glVertex 0,0;
101 glTexCoord 1,1; glVertex 255,0;
102 glTexCoord 1,0; glVertex 255,255;
103 glTexCoord 0,0; glVertex 0,255;
104 glEnd;
105 glDisable GL_BLEND;
106 glDisable GL_TEXTURE_2D;
107 }
108
109 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.
110 /*first pass*/
111 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/
113 if (premultpliedTransparency)
114 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
115 else
116 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
117 /*render the object here*/
118
119 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:
120 /*second pass*/
121 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
124 /*render the object with alpha replaced with 1-a*/
125
126 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:
127 /*third pass*/
128 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
129 glDepthMask(TRUE); /*enable Z buffer*/
130 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
131 /*render the object with alpha replaced with 1*/
132
133

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