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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.81 by root, Thu May 25 03:24:29 2006 UTC vs.
Revision 1.229 by root, Wed Aug 2 11:24:13 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 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: history for completer (cursor-up) 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 12- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 13- SERVER: memleak like hell: probably event-related?
14 (mostly fixed, but still there: displays list and texture uploads do not go well together)
15- IMPORTANT: lose/regain mapping might clear messgae log
16 (maybe this happens when its being updated when the window isn't mapped => no
17 window context?)
18 (this might be fixed now, watch out for it)
19- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
20- IMPORTANT:_ map feedback... e.g. when clicking on it
21- IMPORTANT: user interface (window positions etc.) should be saved, but
22 b) widget layout is nontrivial as to not obscure map
23 c) need better way to center map then middle-button, maybe map overview
24 (but updates will be slow UPDATE updates are not at all slow).
25 14
15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
16- skill book - tooltips with description (schmorp)
17- IMPORTANT: server-protocol/upgrade etc.
18- IMPORTANT: good installation instructions/problem faq.
19
26should be solved/investitaged before release: 20should be solved/investigated before 1.0 release:
27- rethink message display in lower left corner 21- <tt> not working on windows ?!
28- auto-download of all faces from the server in the bg. 22- IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219.
29- many sliders should have labels attached. 23 ^^^^ when pressing shift-insert
30- widgets need to know about their visibility. the inventory 24- offer common options such as use_skill sense xxx etc. in inventory via menu?
31 completely redraws itself on every animation change, even when its not visible. 25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32- cairo/win32 looks like shit (premultiplied alpha bug?) 26- buttons should support hovering visually
27- notebooks should provide visual feedback (support from button class?)
28- floorbox out-of-screen after resizing (schmorp)
29- identify inventory hover slowness and fix it (schmorp)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean
31- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
33- playerbook/skills should have sensible tooltips with skill descriptions
34- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
35- NPC dialog box should have close button which finishes the dialog
36- mapmap (overview) - scroll visible area by clicking/dragging
37- binding window and editor layout broken for long recordings => use scroller
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
40- maybe support mb4/mb5 on selected widgets to facilitate scrolling
41 (inventory, spell list, messge log...) => marc
42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- but fullscreen => minimize (alt-esc) => no way to go back [windows]
44- spell list => scroll down => "Pickup" => scrollbar not updated
45- what happened to the dialog being shown when modifiers are pressed, showing
46 keybindings for this modifier?
47- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
48
49post-1.0:
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 50- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit) 51 (after starting, press quit)
35- flopper/menu imrpovement: 52- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
36 * things that are menus should act more like menus 53- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
37 * inmventory etc. should fade-in automatically when used 54 affect neighbouring visible pixels (border bleeding).
38- add menu itemds for inventory items: mark/inscribe etc. 55- examine etc., should use extendeddrawinfo or sth. similar
39- remove wrap_mode hack from texture and make it a per-texture operation 56- player list from server for tell etc. commands
40- enter runmode when cursor-key repeats 57- save only dirty cached maps, and save dirty maps != current map
41- mapmap (overview) - scroll visible area by clicking/dragging
42- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
43- maybe move window managing functionality into toplevel
44- better window management (graphical feedback)
45
46low priority:
47- textview should not snap to bottom on resize.
48- alt+2cursor == diagonal
49- look into extendedmapinfo 58- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map 59- completer should know more about arguments, e.g. cast summon pet monster,
51- inventory update must be incremental (too slow) (really? check) 60 or that some commands do not take arguments ("drop all").
52- try to synchronize local animation speed with server updates to save on screen refreshes. 61- sliders do not change size after reconfigure.
53- player list from server for tell etc. commands 62- enter runmode when cursor-key repeats (maybe not?)
54- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 63- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
57- performance: use texture collections for upstream server data instead if gobs 64- performance: use texture collections for upstream server data instead if gobs
58 of small textures. 65 of small textures.
59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
60 affect neighbouring visible pixels (border bleeding).
61- pango fontsize measure and decrease to achieve real pixel height
62 66
63TEMPORARY SERVER TODO: 67TEMPORARY SERVER TODO:
68- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
64- palyer peaceful setting should be independen of game peaceful setting 69- palyer peaceful setting should be independen of game peaceful setting
65 (i.e. one should be able to become hostile against guards but still 70 (i.e. one should be able to become hostile against guards but still
66 be peaceful - the palyer peaceful would be toggled by priests and shown 71 be peaceful - the palyer peaceful would be toggled by priests and shown
67 in who, the game peaceful steting would be toggled by the peaceful command 72 in who, the game peaceful steting would be toggled by the peaceful command
68 but not otherwise shown). 73 but not otherwise shown).
75 be an attack (mentioned before). You also get no exp for this 80 be an attack (mentioned before). You also get no exp for this
76- 10) (feature request): bug/typo/idea commands to automatically log 81- 10) (feature request): bug/typo/idea commands to automatically log
77 your comments, with the mentioning of the current map (and perhaps an 82 your comments, with the mentioning of the current map (and perhaps an
78 item, if you do 'bug <item>'). 83 item, if you do 'bug <item>').
79 84
85
86 #TODO#d# display texture cache
87 {
88 glEnable GL_TEXTURE_2D;
89 glBindTexture GL_TEXTURE_2D, 41;
90 glColor 1, 1, 1, 1;
91 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
92 glEnable GL_BLEND;
93 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
94 glBegin GL_QUADS;
95 glTexCoord 0,1; glVertex 0,0;
96 glTexCoord 1,1; glVertex 255,0;
97 glTexCoord 1,0; glVertex 255,255;
98 glTexCoord 0,0; glVertex 0,255;
99 glEnd;
100 glDisable GL_BLEND;
101 glDisable GL_TEXTURE_2D;
102 }
103
80set_face 4783 => 70 104set_face 4783 => 70
81libpng warning: Ignoring gAMA chunk with gamma=0 105libpng warning: Ignoring gAMA chunk with gamma=0
82allocating id 71 106allocating id 71
83OK 107OK
84set_face 4782 => 71 108set_face 4782 => 71
90allocating id 73 114allocating id 73
91OK 115OK
92set_face 4784 => 73 116set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
94 118
119 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.
120 /*first pass*/
121 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 if (premultpliedTransparency)
124 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
125 else
126 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
127 /*render the object here*/
128
129 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:
130 /*second pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1-a*/
135
136 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:
137 /*third pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(TRUE); /*enable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1*/
142
143

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