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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.69 by root, Mon May 22 02:19:17 2006 UTC vs.
Revision 1.265 by root, Sat Oct 20 05:35:28 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* have ctrl=run, shift=fire indicatords somewhere, so people can find out about this feature
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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 10- improve smoothing implementation to be cleaner and more efficient.
12 (maybe also for floorbox)
13- IMPORTANT: quit-button, somewhere!
14 * dialog, der warnt ein savebed aufzusuchen.
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
16- IMPORTANT: lose/regain mapping might clear messgae log
17 (maybe this happens when its being updated when the window isn't mapped => no
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 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
34should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
35- cairo/win32 looks like shit (premultiplied alpha bug?) 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
36- 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 *?
37 (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?
38- flopper/menu imrpovement: 36- buttons should support hovering visually
39 * things that are menus should act more like menus 37- notebooks should provide visual feedback (support from button class?)
40 * inmventory etc. should fade-in automatically when used 38- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
41- 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)
42- remove wrap_mode hack from texture and make it a per-texture operation
43- enter runmode when cursor-key repeats
44- mapmap (overview) - scroll visible area by clicking/dragging 40- mapmap (overview) - scroll visible area by clicking/dragging
45- 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
46- 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.
47- 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?)
48- better window management (feedback)
49- look into extendedmapinfo
50- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
51 44
52low priority: 45post-1.0:
53- inventory update must be incremental (too slow) (really? check) 46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
54- try to synchronize local animation speed with server updates to save on screen refreshes. 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).
55- player list from server for tell etc. commands 49- player list from server for tell etc. commands
56- 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?)
57- 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.).
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 54- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 55 of small textures.
61- 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
62 affect neighbouring visible pixels (border bleeding).
63- pango fontsize measure and decrease to achieve real pixel height
64 57
65TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
59- 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 60- palyer peaceful setting should be independen of game peaceful setting
67 (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
68 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
69 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
70 but not otherwise shown). 64 but not otherwise shown).
71- pippij wants playerstealing to work between hostile players
72- 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
73- 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
74 message, even when you can't see that other person. 67 message, even when you can't see that other person.
75- 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
76- 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
77 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
78- 10) (feature request): bug/typo/idea commands to automatically log
79 your comments, with the mentioning of the current map (and perhaps an
80 item, if you do 'bug <item>').
81 71
82set_face 4783 => 70
83libpng warning: Ignoring gAMA chunk with gamma=0
84allocating id 71
85OK
86set_face 4782 => 71
87libpng warning: Ignoring gAMA chunk with gamma=0
88allocating id 72
89OK
90set_face 4781 => 72
91libpng warning: Ignoring gAMA chunk with gamma=0
92allocating id 73
93OK
94set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0
96 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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