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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.82 by root, Thu May 25 03:27:13 2006 UTC vs.
Revision 1.227 by root, Sun Jul 30 20:17:52 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: statusbox update timer 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: statusbox tooltip must not go away on updates 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- IMPORTANT: history for completer (cursor-up) 13- SERVER: document ext/mapinfo and cfplus.ext
14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 14- SERVER: memleak like hell: probably event-related?
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
16 (mostly fixed, but still there: displays list and texture uploads do not go well together)
17- IMPORTANT: lose/regain mapping might clear messgae log
18 (maybe this happens when its being updated when the window isn't mapped => no
19 window context?)
20 (this might be fixed now, watch out for it)
21- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
22- IMPORTANT:_ map feedback... e.g. when clicking on it
23- IMPORTANT: user interface (window positions etc.) should be saved, but
24 b) widget layout is nontrivial as to not obscure map
25 c) need better way to center map then middle-button, maybe map overview
26 (but updates will be slow UPDATE updates are not at all slow).
27 15
16- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
17- skill book - tooltips with description (schmorp)
18- IMPORTANT: server-protocol/upgrade etc.
19- IMPORTANT: good installation instructions/problem faq.
20
28should be solved/investitaged before release: 21should be solved/investigated before 1.0 release:
29- rethink message display in lower left corner 22- offer common options such as use_skill sense xxx etc. in inventory via menu?
30- auto-download of all faces from the server in the bg. 23- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
31- many sliders should have labels attached. 24- buttons should support hovering visually
32- widgets need to know about their visibility. the inventory 25- notebooks should provide visual feedback (support from button class?)
33 completely redraws itself on every animation change, even when its not visible. 26- floorbox out-of-screen after resizing (schmorp)
34- cairo/win32 looks like shit (premultiplied alpha bug?) 27- identify inventory hover slowness and fix it (schmorp)
28- use more graphical frames/separators to make dialogs more eye-pleasing/clean
29- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
30- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
31- playerbook/skills should have sensible tooltips with skill descriptions
32- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
33- NPC dialog box should have close button which finishes the dialog
34- mapmap (overview) - scroll visible area by clicking/dragging
35- binding window and editor layout broken for long recordings => use scroller
36- maybe open the help viewer on the first start, or a simple dialog that
37 initially lists keybidings for gcfclient converts.
38- maybe support mb4/mb5 on selected widgets to facilitate scrolling
39 (inventory, spell list, messge log...) => marc
40- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
41- but fullscreen => minimize (alt-esc) => no way to go back [windows]
42- spell list => scroll down => "Pickup" => scrollbar not updated
43- what happened to the dialog being shown when modifiers are pressed, showing
44 keybindings for this modifier?
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46
47post-1.0:
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 48- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit) 49 (after starting, press quit)
37- flopper/menu imrpovement: 50- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
38 * things that are menus should act more like menus 51- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
39 * inmventory etc. should fade-in automatically when used 52 affect neighbouring visible pixels (border bleeding).
40- add menu itemds for inventory items: mark/inscribe etc. 53- examine etc., should use extendeddrawinfo or sth. similar
41- remove wrap_mode hack from texture and make it a per-texture operation 54- player list from server for tell etc. commands
42- enter runmode when cursor-key repeats 55- save only dirty cached maps, and save dirty maps != current map
43- mapmap (overview) - scroll visible area by clicking/dragging
44- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
45- maybe move window managing functionality into toplevel
46- better window management (graphical feedback)
47
48low priority:
49- textview should not snap to bottom on resize.
50- alt+2cursor == diagonal
51- look into extendedmapinfo 56- look into extendedmapinfo
52- save only dirty cached maps, and save dirty maps != current map 57- completer should know more about arguments, e.g. cast summon pet monster,
53- inventory update must be incremental (too slow) (really? check) 58 or that some commands do not take arguments ("drop all").
54- try to synchronize local animation speed with server updates to save on screen refreshes. 59- sliders do not change size after reconfigure.
55- player list from server for tell etc. commands 60- enter runmode when cursor-key repeats (maybe not?)
56- examine etc., should use extendeddrawinfo or sth. similar
57- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
59- performance: use texture collections for upstream server data instead if gobs 62- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 63 of small textures.
61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
62 affect neighbouring visible pixels (border bleeding).
63- pango fontsize measure and decrease to achieve real pixel height
64 64
65TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
66- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
67 (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
68 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
69 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
70 but not otherwise shown). 71 but not otherwise shown).
77 be an attack (mentioned before). You also get no exp for this 78 be an attack (mentioned before). You also get no exp for this
78- 10) (feature request): bug/typo/idea commands to automatically log 79- 10) (feature request): bug/typo/idea commands to automatically log
79 your comments, with the mentioning of the current map (and perhaps an 80 your comments, with the mentioning of the current map (and perhaps an
80 item, if you do 'bug <item>'). 81 item, if you do 'bug <item>').
81 82
83
84 #TODO#d# display texture cache
85 {
86 glEnable GL_TEXTURE_2D;
87 glBindTexture GL_TEXTURE_2D, 41;
88 glColor 1, 1, 1, 1;
89 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
90 glEnable GL_BLEND;
91 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
92 glBegin GL_QUADS;
93 glTexCoord 0,1; glVertex 0,0;
94 glTexCoord 1,1; glVertex 255,0;
95 glTexCoord 1,0; glVertex 255,255;
96 glTexCoord 0,0; glVertex 0,255;
97 glEnd;
98 glDisable GL_BLEND;
99 glDisable GL_TEXTURE_2D;
100 }
101
82set_face 4783 => 70 102set_face 4783 => 70
83libpng warning: Ignoring gAMA chunk with gamma=0 103libpng warning: Ignoring gAMA chunk with gamma=0
84allocating id 71 104allocating id 71
85OK 105OK
86set_face 4782 => 71 106set_face 4782 => 71
92allocating id 73 112allocating id 73
93OK 113OK
94set_face 4784 => 73 114set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
96 116
117 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.
118 /*first pass*/
119 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
120 glDepthMask(FALSE); /*disable Z buffer*/
121 if (premultpliedTransparency)
122 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
123 else
124 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
125 /*render the object here*/
126
127 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:
128 /*second pass*/
129 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130 glDepthMask(FALSE); /*disable Z buffer*/
131 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132 /*render the object with alpha replaced with 1-a*/
133
134 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:
135 /*third pass*/
136 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
137 glDepthMask(TRUE); /*enable Z buffer*/
138 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
139 /*render the object with alpha replaced with 1*/
140
141

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