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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.64 by root, Fri May 19 03:49:47 2006 UTC vs.
Revision 1.263 by root, Wed Aug 22 21:27:13 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- tooltips for experience widgets
712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 9
11- IMPORTANT: lose/regain mapping might clear messgae log 10- improve smoothing implementation to be cleaner and more efficient.
12 (maybe this happens when its being updated when the window isn't mapped => no
13 window context?)
14- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
15- IMPORTANT:_ map feedback... e.g. when clicking on it
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- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
29- IMPORTANT: message log slider goes too far down.
30- IMPORTANT: focus mapwidget on login
31- IMPORTANT: font reconfigure works very badly.
32 11
12- automccompleter should vanish when its losing focus
13- allow inventory window to be stacked vertically, maybe?
14- ganondorf wants the completer to grow, never shrink
15- keypad-enter does not do the same as return in text entries
16
17- ice in /whalingoutpost/misc/castle1
18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
19- PANGO: create upstream-patch for inclusion into pango
20- SERVER: document ext/mapinfo and cfplus.ext
21- SERVER: memleak like hell: probably event-related? (probably not real)
22- LONG-TERM: party member health etc. status (needs player list, then trivial)
23- LONG-TERM: map landmark labels
24- LONG-TERM: player on map name
25
26- player speed is only shown as current, not unencumbered max as in gcfclient
27- IMPORTANT: stats during item creation == crash? (reported by Grak)
28- FEATURE: beside the floorbox, have a recent inventory items box
29- fix the pod referencing - L<glossary/space> does not get you anywhere.
30 * possibly look into auto-marking (wiki-style) certain key sequences.
31
33should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
34- cairo/win32 looks like shit (premultiplied alpha bug?) 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
36 (after starting, pressing login with connection refused, then close window) 35- offer common options such as use_skill sense xxx etc. in inventory via menu?
37- flopper/menu imrpovement: 36- buttons should support hovering visually
38 * things that are menus should act more like menus 37- notebooks should provide visual feedback (support from button class?)
39 * inmventory etc. should fade-in automatically when used 38- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
40- add menu itemds for inventory items: mark/inscribe etc. 39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
41- remove wrap_mode hack from texture and make it a per-texture operation
42- enter runmode when cursor-key repeats
43- mapmap (overview) - scroll visible area by clicking/dragging 40- mapmap (overview) - scroll visible area by clicking/dragging
44- save only dirty cached maps, and save dirty maps != current map 41- maybe open the help viewer on the first start, or a simple dialog that
45- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 42 initially lists keybidings for gcfclient converts.
46- maybe move window managing functionality into toplevel 43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
47- better window management (feedback)
48- look into extendedmapinfo
49- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
50 44
51low priority: 45post-1.0:
46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
47- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
48 affect neighbouring visible pixels (border bleeding).
52- player list from server for tell etc. commands 49- player list from server for tell etc. commands
53- examine etc., should use extendeddrawinfo or sth. similar 50- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all").
52- enter runmode when cursor-key repeats (maybe not?)
54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
57 of small textures. 55 of small textures.
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 56- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
59 affect neighbouring visible pixels (border bleeding).
60- pango fontsize measure and decrease to achieve real pixel height
61 57
62TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
63- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still 61 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown 62 be peaceful - the palyer peaceful would be toggled by priests and shown
66 in who, the game peaceful steting would be toggled by the peaceful command 63 in who, the game peaceful steting would be toggled by the peaceful command
67 but not otherwise shown). 64 but not otherwise shown).
68- pippij wants playerstealing to work between hostile players
69- attempt_jump tries to kick jumped-into monster,s but doesn't work 65- attempt_jump tries to kick jumped-into monster,s but doesn't work
70- 1) If you hide, and someone can see you trying to hide, you'll get a 66- 1) If you hide, and someone can see you trying to hide, you'll get a
71 message, even when you can't see that other person. 67 message, even when you can't see that other person.
72- 2) hiding exp is always 1, independant of how difficult it is to hide 68- 2) hiding exp is always 1, independant of how difficult it is to hide
73- 3) jumping into monsters does no damage, even though it's supposed to 69- 3) jumping into monsters does no damage, even though it's supposed to
74 be an attack (mentioned before). You also get no exp for this 70 be an attack (mentioned before). You also get no exp for this
75- 10) (feature request): bug/typo/idea commands to automatically log
76 your comments, with the mentioning of the current map (and perhaps an
77 item, if you do 'bug <item>').
78 71
79set_face 4783 => 70
80libpng warning: Ignoring gAMA chunk with gamma=0
81allocating id 71
82OK
83set_face 4782 => 71
84libpng warning: Ignoring gAMA chunk with gamma=0
85allocating id 72
86OK
87set_face 4781 => 72
88libpng warning: Ignoring gAMA chunk with gamma=0
89allocating id 73
90OK
91set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0
93 72
73 #TODO#d# display texture cache
74 {
75 glEnable GL_TEXTURE_2D;
76 glBindTexture GL_TEXTURE_2D, 41;
77 glColor 1, 1, 1, 1;
78 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
79 glEnable GL_BLEND;
80 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
81 glBegin GL_QUADS;
82 glTexCoord 0,1; glVertex 0,0;
83 glTexCoord 1,1; glVertex 255,0;
84 glTexCoord 1,0; glVertex 255,255;
85 glTexCoord 0,0; glVertex 0,255;
86 glEnd;
87 glDisable GL_BLEND;
88 glDisable GL_TEXTURE_2D;
89 }
90
91 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.
92 /*first pass*/
93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
94 glDepthMask(FALSE); /*disable Z buffer*/
95 if (premultpliedTransparency)
96 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
97 else
98 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
99 /*render the object here*/
100
101 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:
102 /*second pass*/
103 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
106 /*render the object with alpha replaced with 1-a*/
107
108 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:
109 /*third pass*/
110 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
111 glDepthMask(TRUE); /*enable Z buffer*/
112 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
113 /*render the object with alpha replaced with 1*/
114
115

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