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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.71 by root, Mon May 22 03:28:54 2006 UTC vs.
Revision 1.251 by root, Wed Dec 13 17:30:02 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 6- ganondorf wants the complete to grow, never shrink
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 7
11- IMPORTANT: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 8- ice in /whalingoutpost/misc/castle1
12 (maybe also for floorbox) 9 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13- IMPORTANT: quit-button, somewhere! 10- PANGO: create upstream-patch for inclusion into pango
14 * dialog, der warnt ein savebed aufzusuchen. 11- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 12- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: lose/regain mapping might clear messgae log 13- LONG-TERM: party member health etc. status (needs player list, then trivial)
17 (maybe this happens when its being updated when the window isn't mapped => no 14- LONG-TERM: map landmark labels
18 window context?) 15- LONG-TERM: player on map name
19 (this might be fixed now, watch out for it)
20- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
23- IMPORTANT: '.' in map should repeat last command
24- important: center and improve dialogs (create cFClient::UI::Dialog)
25- IMPORTANT: user interface (window positions etc.) should be saved, but
26 b) widget layout is nontrivial as to not obscure map
27 c) need better way to center map then middle-button, maybe map overview
28 (but updates will be slow UPDATE updates are not at all slow).
29- IMPORTANT: verify and correct connection-dependent texture management
30- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
31- IMPORTANT: message log slider goes too far down.
32- IMPORTANT: focus mapwidget on login
33- IMPORTANT: font reconfigure works very badly.
34 16
17- IMPORTANT: stats during item creation == crash? (reported by Grak)
18- IMPORTANT: server-protocol/upgrade etc.
19- IMPORTANT: good installation instructions/problem faq.
20- IMPORTANT: database creation parameters borked - fix and find upgrad epath
21- FEATURE: beside the floorbox, have a recent inventory items box
22- fix the pod referencing - L<glossary/space> does not get you anywhere.
23 * possibly look into auto-marking (wiki-style) certain key sequences.
24
35should be solved/investitaged before release: 25should be solved/investigated before 1.0 release:
36- widgets need to know about their visibility. the inventory 26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
37 completely redraws itself on every animation change, even when its not visible. 27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
38- cairo/win32 looks like shit (premultiplied alpha bug?) 28- when in history "mode", completer cannot access completions at all
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- offer common options such as use_skill sense xxx etc. in inventory via menu?
31- buttons should support hovering visually
32- notebooks should provide visual feedback (support from button class?)
33- floorbox out-of-screen after resizing (schmorp)
34- identify inventory hover slowness and fix it (schmorp)
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- playerbook/skills should have sensible tooltips with skill descriptions
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- what happened to the dialog being shown when modifiers are pressed, showing
44 keybindings for this modifier?
45
46post-1.0:
39- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
40 (after starting, pressing login with connection refused, then close window) 48 (after starting, press quit)
41- flopper/menu imrpovement: 49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
42 * things that are menus should act more like menus 50- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
43 * inmventory etc. should fade-in automatically when used 51 affect neighbouring visible pixels (border bleeding).
44- add menu itemds for inventory items: mark/inscribe etc. 52- examine etc., should use extendeddrawinfo or sth. similar
45- remove wrap_mode hack from texture and make it a per-texture operation 53- player list from server for tell etc. commands
46- enter runmode when cursor-key repeats 54- save only dirty cached maps, and save dirty maps != current map
47- mapmap (overview) - scroll visible area by clicking/dragging
48- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
49- maybe move window managing functionality into toplevel
50- better window management (graphical feedback)
51
52low priority:
53- look into extendedmapinfo 55- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map 56- completer should know more about arguments, e.g. cast summon pet monster,
55- inventory update must be incremental (too slow) (really? check) 57 or that some commands do not take arguments ("drop all").
56- try to synchronize local animation speed with server updates to save on screen refreshes. 58- sliders do not change size after reconfigure.
57- player list from server for tell etc. commands 59- enter runmode when cursor-key repeats (maybe not?)
58- examine etc., should use extendeddrawinfo or sth. similar
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
61- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
62 of small textures. 62 of small textures.
63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 63- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
64 affect neighbouring visible pixels (border bleeding).
65- pango fontsize measure and decrease to achieve real pixel height
66 64
67TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 68 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown 69 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command 70 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown). 71 but not otherwise shown).
73- pippij wants playerstealing to work between hostile players
74- attempt_jump tries to kick jumped-into monster,s but doesn't work 72- attempt_jump tries to kick jumped-into monster,s but doesn't work
75- 1) If you hide, and someone can see you trying to hide, you'll get a 73- 1) If you hide, and someone can see you trying to hide, you'll get a
76 message, even when you can't see that other person. 74 message, even when you can't see that other person.
77- 2) hiding exp is always 1, independant of how difficult it is to hide 75- 2) hiding exp is always 1, independant of how difficult it is to hide
78- 3) jumping into monsters does no damage, even though it's supposed to 76- 3) jumping into monsters does no damage, even though it's supposed to
79 be an attack (mentioned before). You also get no exp for this 77 be an attack (mentioned before). You also get no exp for this
80- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
81 your comments, with the mentioning of the current map (and perhaps an 79 your comments, with the mentioning of the current map (and perhaps an
82 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
83 81
84set_face 4783 => 70
85libpng warning: Ignoring gAMA chunk with gamma=0
86allocating id 71
87OK
88set_face 4782 => 71
89libpng warning: Ignoring gAMA chunk with gamma=0
90allocating id 72
91OK
92set_face 4781 => 72
93libpng warning: Ignoring gAMA chunk with gamma=0
94allocating id 73
95OK
96set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0
98 82
83 #TODO#d# display texture cache
84 {
85 glEnable GL_TEXTURE_2D;
86 glBindTexture GL_TEXTURE_2D, 41;
87 glColor 1, 1, 1, 1;
88 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
89 glEnable GL_BLEND;
90 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
91 glBegin GL_QUADS;
92 glTexCoord 0,1; glVertex 0,0;
93 glTexCoord 1,1; glVertex 255,0;
94 glTexCoord 1,0; glVertex 255,255;
95 glTexCoord 0,0; glVertex 0,255;
96 glEnd;
97 glDisable GL_BLEND;
98 glDisable GL_TEXTURE_2D;
99 }
100
101 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.
102 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 if (premultpliedTransparency)
106 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
107 else
108 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
109 /*render the object here*/
110
111 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:
112 /*second pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1-a*/
117
118 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:
119 /*third pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(TRUE); /*enable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1*/
124
125

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