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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.80 by root, Thu May 25 02:23:13 2006 UTC vs.
Revision 1.258 by root, Fri Apr 27 00:59:14 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
4[2007-04-27 00:03] [#schmorp] Scara> hab daf�r grad nen fatal gehabt
5[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at script/cfplus line 0
6[2007-04-27 00:02] [#schmorp] Scara> __par_pl::BEGIN() called at script/cfplus line 0
7[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at -e line 171
8[2007-04-27 00:02] [#schmorp] Scara> PAR::import('PAR') called at -e line 885
9[2007-04-27 00:02] [#schmorp] Scara> C:/Perl/site/lib/PAR.pm line 404
10[2007-04-27 00:02] [#schmorp] Scara> PAR::_run_member('Archive::Zip::ZipFileMember=HASH(0xf515d8)') called at
11[2007-04-27 00:02] [#schmorp] Scara> require main called at C:/Perl/site/lib/PAR.pm line 554
12[2007-04-27 00:02] [#schmorp] Scara> at script/main.pl line 4
13[2007-04-27 00:02] [#schmorp] Scara> PAR::_run_member('Archive::Zip::ZipFileMember=HASH(0xf51488)', 1) called
14[2007-04-27 00:02] [#schmorp] Scara> require main called at C:/Perl/site/lib/PAR.pm line 554
15[2007-04-27 00:02] [#schmorp] Scara> Event::loop() called at script/cfplus line 2256
16[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at Event.pm line 164
17[2007-04-27 00:02] [#schmorp] Scara> at Event.pm line 164
18[2007-04-27 00:02] [#schmorp] Scara> FATAL: substr outside of string at CFPlus/UI.pm line 2003.
19^^^^ beim edieren von bindings
20
21macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
22
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 23http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 24
612:17 <@schmorp> i do list all libs manually for pclient 25- improve smoothing implementation to be cleaner and more efficient.
712:17 <@schmorp> will have to do that for gce too 26- make smoothing a separate setting, or depend on fast&ugly.
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 27
11- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 28- automccompleter should vanish when its losing focus
12- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 29- allow inventory window to be stacked vertically, maybe?
13 (mostly fixed, but still there: displays list and texture uploads do not go well together) 30- ganondorf wants the complete to grow, never shrink
14- IMPORTANT: lose/regain mapping might clear messgae log 31- keypad-enter does not do the same as return in text entries
15 (maybe this happens when its being updated when the window isn't mapped => no
16 window context?)
17 (this might be fixed now, watch out for it)
18- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
19- IMPORTANT:_ map feedback... e.g. when clicking on it
20- IMPORTANT: user interface (window positions etc.) should be saved, but
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24 32
33- ice in /whalingoutpost/misc/castle1
34 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
35- PANGO: create upstream-patch for inclusion into pango
36- SERVER: document ext/mapinfo and cfplus.ext
37- SERVER: memleak like hell: probably event-related? (probably not real)
38- LONG-TERM: party member health etc. status (needs player list, then trivial)
39- LONG-TERM: map landmark labels
40- LONG-TERM: player on map name
41
42- player speed is only shown as current, not unencumbered max as in gcfclient
43- IMPORTANT: stats during item creation == crash? (reported by Grak)
44- IMPORTANT: server-protocol/upgrade etc.
45- IMPORTANT: good installation instructions/problem faq.
46- IMPORTANT: database creation parameters borked - fix and find upgrad epath
47- FEATURE: beside the floorbox, have a recent inventory items box
48- fix the pod referencing - L<glossary/space> does not get you anywhere.
49 * possibly look into auto-marking (wiki-style) certain key sequences.
50
25should be solved/investitaged before release: 51should be solved/investigated before 1.0 release:
26- rethink message display in lower left corner 52- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
27- auto-download of all faces from the server in the bg. 53- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
28- many sliders should have labels attached. 54- when in history "mode", completer cannot access completions at all
29- widgets need to know about their visibility. the inventory 55- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30 completely redraws itself on every animation change, even when its not visible. 56- offer common options such as use_skill sense xxx etc. in inventory via menu?
31- cairo/win32 looks like shit (premultiplied alpha bug?) 57- buttons should support hovering visually
58- notebooks should provide visual feedback (support from button class?)
59- floorbox out-of-screen after resizing (schmorp)
60- identify inventory hover slowness and fix it (schmorp)
61- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
62- playerbook/skills should have sensible tooltips with skill descriptions
63- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
64- mapmap (overview) - scroll visible area by clicking/dragging
65- binding window and editor layout broken for long recordings => use scroller
66- maybe open the help viewer on the first start, or a simple dialog that
67 initially lists keybidings for gcfclient converts.
68- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
69- what happened to the dialog being shown when modifiers are pressed, showing
70 keybindings for this modifier?
71
72post-1.0:
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 73- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit) 74 (after starting, press quit)
34- flopper/menu imrpovement: 75- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
35 * things that are menus should act more like menus 76- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
36 * inmventory etc. should fade-in automatically when used 77 affect neighbouring visible pixels (border bleeding).
37- add menu itemds for inventory items: mark/inscribe etc. 78- examine etc., should use extendeddrawinfo or sth. similar
38- remove wrap_mode hack from texture and make it a per-texture operation 79- player list from server for tell etc. commands
39- enter runmode when cursor-key repeats 80- save only dirty cached maps, and save dirty maps != current map
40- mapmap (overview) - scroll visible area by clicking/dragging
41- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
42- maybe move window managing functionality into toplevel
43- better window management (graphical feedback)
44
45low priority:
46- textview should not snap to bottom on resize.
47- alt+2cursor == diagonal
48- look into extendedmapinfo 81- look into extendedmapinfo
49- save only dirty cached maps, and save dirty maps != current map 82- completer should know more about arguments, e.g. cast summon pet monster,
50- inventory update must be incremental (too slow) (really? check) 83 or that some commands do not take arguments ("drop all").
51- try to synchronize local animation speed with server updates to save on screen refreshes. 84- sliders do not change size after reconfigure.
52- player list from server for tell etc. commands 85- enter runmode when cursor-key repeats (maybe not?)
53- examine etc., should use extendeddrawinfo or sth. similar
54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 86- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56- performance: use texture collections for upstream server data instead if gobs 87- performance: use texture collections for upstream server data instead if gobs
57 of small textures. 88 of small textures.
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 89- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
59 affect neighbouring visible pixels (border bleeding).
60- pango fontsize measure and decrease to achieve real pixel height
61 90
62TEMPORARY SERVER TODO: 91TEMPORARY SERVER TODO:
92- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
63- palyer peaceful setting should be independen of game peaceful setting 93- palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still 94 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown 95 be peaceful - the palyer peaceful would be toggled by priests and shown
66 in who, the game peaceful steting would be toggled by the peaceful command 96 in who, the game peaceful steting would be toggled by the peaceful command
67 but not otherwise shown). 97 but not otherwise shown).
68- pippij wants playerstealing to work between hostile players
69- attempt_jump tries to kick jumped-into monster,s but doesn't work 98- attempt_jump tries to kick jumped-into monster,s but doesn't work
70- 1) If you hide, and someone can see you trying to hide, you'll get a 99- 1) If you hide, and someone can see you trying to hide, you'll get a
71 message, even when you can't see that other person. 100 message, even when you can't see that other person.
72- 2) hiding exp is always 1, independant of how difficult it is to hide 101- 2) hiding exp is always 1, independant of how difficult it is to hide
73- 3) jumping into monsters does no damage, even though it's supposed to 102- 3) jumping into monsters does no damage, even though it's supposed to
74 be an attack (mentioned before). You also get no exp for this 103 be an attack (mentioned before). You also get no exp for this
75- 10) (feature request): bug/typo/idea commands to automatically log 104- 10) (feature request): bug/typo/idea commands to automatically log
76 your comments, with the mentioning of the current map (and perhaps an 105 your comments, with the mentioning of the current map (and perhaps an
77 item, if you do 'bug <item>'). 106 item, if you do 'bug <item>').
78 107
79set_face 4783 => 70
80libpng warning: Ignoring gAMA chunk with gamma=0
81allocating id 71
82OK
83set_face 4782 => 71
84libpng warning: Ignoring gAMA chunk with gamma=0
85allocating id 72
86OK
87set_face 4781 => 72
88libpng warning: Ignoring gAMA chunk with gamma=0
89allocating id 73
90OK
91set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0
93 108
109 #TODO#d# display texture cache
110 {
111 glEnable GL_TEXTURE_2D;
112 glBindTexture GL_TEXTURE_2D, 41;
113 glColor 1, 1, 1, 1;
114 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
115 glEnable GL_BLEND;
116 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
117 glBegin GL_QUADS;
118 glTexCoord 0,1; glVertex 0,0;
119 glTexCoord 1,1; glVertex 255,0;
120 glTexCoord 1,0; glVertex 255,255;
121 glTexCoord 0,0; glVertex 0,255;
122 glEnd;
123 glDisable GL_BLEND;
124 glDisable GL_TEXTURE_2D;
125 }
126
127 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.
128 /*first pass*/
129 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
130 glDepthMask(FALSE); /*disable Z buffer*/
131 if (premultpliedTransparency)
132 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
133 else
134 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
135 /*render the object here*/
136
137 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:
138 /*second pass*/
139 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140 glDepthMask(FALSE); /*disable Z buffer*/
141 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142 /*render the object with alpha replaced with 1-a*/
143
144 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:
145 /*third pass*/
146 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
147 glDepthMask(TRUE); /*enable Z buffer*/
148 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
149 /*render the object with alpha replaced with 1*/
150
151

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