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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.79 by root, Thu May 25 01:26:52 2006 UTC vs.
Revision 1.255 by root, Tue Mar 13 01:14:03 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- allow inventory window to be stacked vertically, maybe?
712:17 <@schmorp> will have to do that for gce too 9- ganondorf wants the complete to grow, never shrink
812:17 <@schmorp> remind me of it 10- keypad-enter does not do the same as return in text entries
912:17 <@schmorp> qwhen i next bundle it
10 11
11- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 12- ice in /whalingoutpost/misc/castle1
12 (mostly fixed, but still there: displays list and texture uploads do not go well together) 13 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13- IMPORTANT: lose/regain mapping might clear messgae log 14- PANGO: create upstream-patch for inclusion into pango
14 (maybe this happens when its being updated when the window isn't mapped => no 15- SERVER: document ext/mapinfo and cfplus.ext
15 window context?) 16- SERVER: memleak like hell: probably event-related? (probably not real)
16 (this might be fixed now, watch out for it) 17- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. 18- LONG-TERM: map landmark labels
18- IMPORTANT:_ map feedback... e.g. when clicking on it 19- LONG-TERM: player on map name
19- IMPORTANT: user interface (window positions etc.) should be saved, but
20 b) widget layout is nontrivial as to not obscure map
21 c) need better way to center map then middle-button, maybe map overview
22 (but updates will be slow UPDATE updates are not at all slow).
23 20
21- player speed is only shown as current, not unencumbered max as in gcfclient
22- IMPORTANT: stats during item creation == crash? (reported by Grak)
23- IMPORTANT: server-protocol/upgrade etc.
24- IMPORTANT: good installation instructions/problem faq.
25- IMPORTANT: database creation parameters borked - fix and find upgrad epath
26- FEATURE: beside the floorbox, have a recent inventory items box
27- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
29
24should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
25- rethink message display in lower left corner 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
26- auto-download of all faces from the server in the bg. 32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
27- many sliders should have labels attached. 33- when in history "mode", completer cannot access completions at all
28- widgets need to know about their visibility. the inventory 34- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
29 completely redraws itself on every animation change, even when its not visible. 35- offer common options such as use_skill sense xxx etc. in inventory via menu?
30- cairo/win32 looks like shit (premultiplied alpha bug?) 36- buttons should support hovering visually
37- notebooks should provide visual feedback (support from button class?)
38- floorbox out-of-screen after resizing (schmorp)
39- identify inventory hover slowness and fix it (schmorp)
40- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
41- playerbook/skills should have sensible tooltips with skill descriptions
42- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
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 the top fancyframe border should be larger (for close button and title to be more visible?)
48- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier?
50
51post-1.0:
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 52- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 53 (after starting, press quit)
33- flopper/menu imrpovement: 54- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
34 * things that are menus should act more like menus 55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35 * inmventory etc. should fade-in automatically when used 56 affect neighbouring visible pixels (border bleeding).
36- add menu itemds for inventory items: mark/inscribe etc. 57- examine etc., should use extendeddrawinfo or sth. similar
37- remove wrap_mode hack from texture and make it a per-texture operation 58- player list from server for tell etc. commands
38- enter runmode when cursor-key repeats 59- save only dirty cached maps, and save dirty maps != current map
39- mapmap (overview) - scroll visible area by clicking/dragging
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
41- maybe move window managing functionality into toplevel
42- better window management (graphical feedback)
43
44low priority:
45- textview should not snap to bottom on resize.
46- alt+2cursor == diagonal
47- look into extendedmapinfo 60- look into extendedmapinfo
48- save only dirty cached maps, and save dirty maps != current map 61- completer should know more about arguments, e.g. cast summon pet monster,
49- inventory update must be incremental (too slow) (really? check) 62 or that some commands do not take arguments ("drop all").
50- try to synchronize local animation speed with server updates to save on screen refreshes. 63- sliders do not change size after reconfigure.
51- player list from server for tell etc. commands 64- enter runmode when cursor-key repeats (maybe not?)
52- examine etc., should use extendeddrawinfo or sth. similar
53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 65- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
54- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
55- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
56 of small textures. 67 of small textures.
57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 68- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
58 affect neighbouring visible pixels (border bleeding).
59- pango fontsize measure and decrease to achieve real pixel height
60 69
61TEMPORARY SERVER TODO: 70TEMPORARY SERVER TODO:
71- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
62- palyer peaceful setting should be independen of game peaceful setting 72- palyer peaceful setting should be independen of game peaceful setting
63 (i.e. one should be able to become hostile against guards but still 73 (i.e. one should be able to become hostile against guards but still
64 be peaceful - the palyer peaceful would be toggled by priests and shown 74 be peaceful - the palyer peaceful would be toggled by priests and shown
65 in who, the game peaceful steting would be toggled by the peaceful command 75 in who, the game peaceful steting would be toggled by the peaceful command
66 but not otherwise shown). 76 but not otherwise shown).
67- pippij wants playerstealing to work between hostile players
68- attempt_jump tries to kick jumped-into monster,s but doesn't work 77- attempt_jump tries to kick jumped-into monster,s but doesn't work
69- 1) If you hide, and someone can see you trying to hide, you'll get a 78- 1) If you hide, and someone can see you trying to hide, you'll get a
70 message, even when you can't see that other person. 79 message, even when you can't see that other person.
71- 2) hiding exp is always 1, independant of how difficult it is to hide 80- 2) hiding exp is always 1, independant of how difficult it is to hide
72- 3) jumping into monsters does no damage, even though it's supposed to 81- 3) jumping into monsters does no damage, even though it's supposed to
73 be an attack (mentioned before). You also get no exp for this 82 be an attack (mentioned before). You also get no exp for this
74- 10) (feature request): bug/typo/idea commands to automatically log 83- 10) (feature request): bug/typo/idea commands to automatically log
75 your comments, with the mentioning of the current map (and perhaps an 84 your comments, with the mentioning of the current map (and perhaps an
76 item, if you do 'bug <item>'). 85 item, if you do 'bug <item>').
77 86
78set_face 4783 => 70
79libpng warning: Ignoring gAMA chunk with gamma=0
80allocating id 71
81OK
82set_face 4782 => 71
83libpng warning: Ignoring gAMA chunk with gamma=0
84allocating id 72
85OK
86set_face 4781 => 72
87libpng warning: Ignoring gAMA chunk with gamma=0
88allocating id 73
89OK
90set_face 4784 => 73
91libpng warning: Ignoring gAMA chunk with gamma=0
92 87
88 #TODO#d# display texture cache
89 {
90 glEnable GL_TEXTURE_2D;
91 glBindTexture GL_TEXTURE_2D, 41;
92 glColor 1, 1, 1, 1;
93 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
94 glEnable GL_BLEND;
95 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
96 glBegin GL_QUADS;
97 glTexCoord 0,1; glVertex 0,0;
98 glTexCoord 1,1; glVertex 255,0;
99 glTexCoord 1,0; glVertex 255,255;
100 glTexCoord 0,0; glVertex 0,255;
101 glEnd;
102 glDisable GL_BLEND;
103 glDisable GL_TEXTURE_2D;
104 }
105
106 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.
107 /*first pass*/
108 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
109 glDepthMask(FALSE); /*disable Z buffer*/
110 if (premultpliedTransparency)
111 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
112 else
113 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
114 /*render the object here*/
115
116 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:
117 /*second pass*/
118 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
119 glDepthMask(FALSE); /*disable Z buffer*/
120 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
121 /*render the object with alpha replaced with 1-a*/
122
123 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:
124 /*third pass*/
125 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
126 glDepthMask(TRUE); /*enable Z buffer*/
127 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
128 /*render the object with alpha replaced with 1*/
129
130

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