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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.67 by root, Sat May 20 15:37:26 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 11- PANGO: create upstream-patch for inclusion into pango
12 (maybe also for floorbox) 12- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: quit-button, somewhere! 13- SERVER: memleak like hell: probably event-related?
14 * dialog, der warnt ein savebed aufzusuchen. 14- LONG-TERM: party member health etc. status
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15- LONG-TERM: map landmark labels
16- IMPORTANT: lose/regain mapping might clear messgae log 16- LONG-TERM: player on map name
17 (maybe this happens when its being updated when the window isn't mapped => no 17- LONG-TERM: monster health-bars on map
18 window context?)
19- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
20- IMPORTANT:_ map feedback... e.g. when clicking on it
21- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
22- IMPORTANT: '.' in map should repeat last command
23- important: center and improve dialogs (create cFClient::UI::Dialog)
24- IMPORTANT: user interface (window positions etc.) should be saved, but
25 b) widget layout is nontrivial as to not obscure map
26 c) need better way to center map then middle-button, maybe map overview
27 (but updates will be slow UPDATE updates are not at all slow).
28- IMPORTANT: verify and correct connection-dependent texture management
29- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
30- IMPORTANT: message log slider goes too far down.
31- IMPORTANT: focus mapwidget on login
32- IMPORTANT: font reconfigure works very badly.
33 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
34should be solved/investitaged before release: 24should be solved/investigated before 1.0 release:
35- cairo/win32 looks like shit (premultiplied alpha bug?) 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:
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 57- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, pressing login with connection refused, then close window) 58 (after starting, press quit)
38- flopper/menu imrpovement: 59- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
39 * 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
40 * inmventory etc. should fade-in automatically when used 61 affect neighbouring visible pixels (border bleeding).
41- add menu itemds for inventory items: mark/inscribe etc. 62- examine etc., should use extendeddrawinfo or sth. similar
42- remove wrap_mode hack from texture and make it a per-texture operation 63- player list from server for tell etc. commands
43- enter runmode when cursor-key repeats
44- mapmap (overview) - scroll visible area by clicking/dragging
45- save only dirty cached maps, and save dirty maps != current map 64- save only dirty cached maps, and save dirty maps != current map
46- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
47- maybe move window managing functionality into toplevel
48- better window management (feedback)
49- look into extendedmapinfo 65- look into extendedmapinfo
50- 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,
51 67 or that some commands do not take arguments ("drop all").
52low priority: 68- sliders do not change size after reconfigure.
53- inventory update must be incremental (too slow) (really? check) 69- enter runmode when cursor-key repeats (maybe not?)
54- try to synchronize local animation speed with server updates to save on screen refreshes.
55- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar
57- 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.).
58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
59- performance: use texture collections for upstream server data instead if gobs 71- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 72 of small textures.
61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
62 affect neighbouring visible pixels (border bleeding).
63- pango fontsize measure and decrease to achieve real pixel height
64 73
65TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
66- palyer peaceful setting should be independen of game peaceful setting 76- palyer peaceful setting should be independen of game peaceful setting
67 (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
68 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
69 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
70 but not otherwise shown). 80 but not otherwise shown).
77 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
78- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
79 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
80 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
81 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
82set_face 4783 => 70 111set_face 4783 => 70
83libpng warning: Ignoring gAMA chunk with gamma=0 112libpng warning: Ignoring gAMA chunk with gamma=0
84allocating id 71 113allocating id 71
85OK 114OK
86set_face 4782 => 71 115set_face 4782 => 71
92allocating id 73 121allocating id 73
93OK 122OK
94set_face 4784 => 73 123set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 124libpng warning: Ignoring gAMA chunk with gamma=0
96 125
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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