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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.72 by root, Tue May 23 00:31:28 2006 UTC vs.
Revision 1.256 by root, Tue Mar 13 01:19:33 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- display opengl renderer for troubleshooting
712:17 <@schmorp> will have to do that for gce too 9- automccompleter should vanish when its losing focus
812:17 <@schmorp> remind me of it 10- allow inventory window to be stacked vertically, maybe?
912:17 <@schmorp> qwhen i next bundle it 11- ganondorf wants the complete to grow, never shrink
12- keypad-enter does not do the same as return in text entries
10 13
11- IMPORTANT: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 14- ice in /whalingoutpost/misc/castle1
12 (maybe also for floorbox) 15 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13- IMPORTANT: quit-button, somewhere! 16- PANGO: create upstream-patch for inclusion into pango
14 * dialog, der warnt ein savebed aufzusuchen. 17- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 18- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: lose/regain mapping might clear messgae log 19- 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 20- LONG-TERM: map landmark labels
18 window context?) 21- 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 22
23- player speed is only shown as current, not unencumbered max as in gcfclient
24- IMPORTANT: stats during item creation == crash? (reported by Grak)
25- IMPORTANT: server-protocol/upgrade etc.
26- IMPORTANT: good installation instructions/problem faq.
27- IMPORTANT: database creation parameters borked - fix and find upgrad epath
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
35should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
36- many sliders should have labels attached. 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
37- widgets need to know about their visibility. the inventory 34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
38 completely redraws itself on every animation change, even when its not visible. 35- when in history "mode", completer cannot access completions at all
39- cairo/win32 looks like shit (premultiplied alpha bug?) 36- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
37- offer common options such as use_skill sense xxx etc. in inventory via menu?
38- buttons should support hovering visually
39- notebooks should provide visual feedback (support from button class?)
40- floorbox out-of-screen after resizing (schmorp)
41- identify inventory hover slowness and fix it (schmorp)
42- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
43- playerbook/skills should have sensible tooltips with skill descriptions
44- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
45- mapmap (overview) - scroll visible area by clicking/dragging
46- binding window and editor layout broken for long recordings => use scroller
47- maybe open the help viewer on the first start, or a simple dialog that
48 initially lists keybidings for gcfclient converts.
49- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
52
53post-1.0:
40- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 54- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
41 (after starting, pressing login with connection refused, then close window) 55 (after starting, press quit)
42- flopper/menu imrpovement: 56- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
43 * things that are menus should act more like menus 57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
44 * inmventory etc. should fade-in automatically when used 58 affect neighbouring visible pixels (border bleeding).
45- add menu itemds for inventory items: mark/inscribe etc. 59- examine etc., should use extendeddrawinfo or sth. similar
46- remove wrap_mode hack from texture and make it a per-texture operation 60- player list from server for tell etc. commands
47- enter runmode when cursor-key repeats 61- save only dirty cached maps, and save dirty maps != current map
48- mapmap (overview) - scroll visible area by clicking/dragging
49- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
50- maybe move window managing functionality into toplevel
51- better window management (graphical feedback)
52
53low priority:
54- look into extendedmapinfo 62- look into extendedmapinfo
55- save only dirty cached maps, and save dirty maps != current map 63- completer should know more about arguments, e.g. cast summon pet monster,
56- inventory update must be incremental (too slow) (really? check) 64 or that some commands do not take arguments ("drop all").
57- try to synchronize local animation speed with server updates to save on screen refreshes. 65- sliders do not change size after reconfigure.
58- player list from server for tell etc. commands 66- enter runmode when cursor-key repeats (maybe not?)
59- examine etc., should use extendeddrawinfo or sth. similar
60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
61- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
62- performance: use texture collections for upstream server data instead if gobs 68- performance: use texture collections for upstream server data instead if gobs
63 of small textures. 69 of small textures.
64- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 70- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
65 affect neighbouring visible pixels (border bleeding).
66- pango fontsize measure and decrease to achieve real pixel height
67 71
68TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
69- palyer peaceful setting should be independen of game peaceful setting 74- palyer peaceful setting should be independen of game peaceful setting
70 (i.e. one should be able to become hostile against guards but still 75 (i.e. one should be able to become hostile against guards but still
71 be peaceful - the palyer peaceful would be toggled by priests and shown 76 be peaceful - the palyer peaceful would be toggled by priests and shown
72 in who, the game peaceful steting would be toggled by the peaceful command 77 in who, the game peaceful steting would be toggled by the peaceful command
73 but not otherwise shown). 78 but not otherwise shown).
74- pippij wants playerstealing to work between hostile players
75- attempt_jump tries to kick jumped-into monster,s but doesn't work 79- attempt_jump tries to kick jumped-into monster,s but doesn't work
76- 1) If you hide, and someone can see you trying to hide, you'll get a 80- 1) If you hide, and someone can see you trying to hide, you'll get a
77 message, even when you can't see that other person. 81 message, even when you can't see that other person.
78- 2) hiding exp is always 1, independant of how difficult it is to hide 82- 2) hiding exp is always 1, independant of how difficult it is to hide
79- 3) jumping into monsters does no damage, even though it's supposed to 83- 3) jumping into monsters does no damage, even though it's supposed to
80 be an attack (mentioned before). You also get no exp for this 84 be an attack (mentioned before). You also get no exp for this
81- 10) (feature request): bug/typo/idea commands to automatically log 85- 10) (feature request): bug/typo/idea commands to automatically log
82 your comments, with the mentioning of the current map (and perhaps an 86 your comments, with the mentioning of the current map (and perhaps an
83 item, if you do 'bug <item>'). 87 item, if you do 'bug <item>').
84 88
85set_face 4783 => 70
86libpng warning: Ignoring gAMA chunk with gamma=0
87allocating id 71
88OK
89set_face 4782 => 71
90libpng warning: Ignoring gAMA chunk with gamma=0
91allocating id 72
92OK
93set_face 4781 => 72
94libpng warning: Ignoring gAMA chunk with gamma=0
95allocating id 73
96OK
97set_face 4784 => 73
98libpng warning: Ignoring gAMA chunk with gamma=0
99 89
90 #TODO#d# display texture cache
91 {
92 glEnable GL_TEXTURE_2D;
93 glBindTexture GL_TEXTURE_2D, 41;
94 glColor 1, 1, 1, 1;
95 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
96 glEnable GL_BLEND;
97 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
98 glBegin GL_QUADS;
99 glTexCoord 0,1; glVertex 0,0;
100 glTexCoord 1,1; glVertex 255,0;
101 glTexCoord 1,0; glVertex 255,255;
102 glTexCoord 0,0; glVertex 0,255;
103 glEnd;
104 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D;
106 }
107
108 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.
109 /*first pass*/
110 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 if (premultpliedTransparency)
113 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
114 else
115 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
116 /*render the object here*/
117
118 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:
119 /*second pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1-a*/
124
125 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:
126 /*third pass*/
127 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
128 glDepthMask(TRUE); /*enable Z buffer*/
129 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
130 /*render the object with alpha replaced with 1*/
131
132

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