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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.85 by root, Thu May 25 03:48:03 2006 UTC vs.
Revision 1.239 by root, Fri Sep 29 01:03:53 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: investigate apply problem (neither space nor completer could apply anymore) 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: learning spells does not make them show up automatically in the completer? 12- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: widget resizing works badly (sometiems not, like fountain 13- SERVER: memleak like hell: probably event-related?
14 in inventory view, or inventory view tables or statusbox entries...) 14- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- IMPORTANT: statusbox update timer 15- LONG-TERM: map landmark labels
16- IMPORTANT: statusbox tooltip must not go away on updates 16- LONG-TERM: player on map name
17- IMPORTANT: history for completer (cursor-up)
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
19- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
20 (mostly fixed, but still there: displays list and texture uploads do not go well together)
21- IMPORTANT: lose/regain mapping might clear messgae log
22 (maybe this happens when its being updated when the window isn't mapped => no
23 window context?)
24 (this might be fixed now, watch out for it)
25- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
26- IMPORTANT:_ map feedback... e.g. when clicking on it
27- IMPORTANT: user interface (window positions etc.) should be saved, but
28 b) widget layout is nontrivial as to not obscure map
29 c) need better way to center map then middle-button, maybe map overview
30 (but updates will be slow UPDATE updates are not at all slow).
31 17
18- fog-of-war is off by one, (elmex; i've seen this the last time i played)
19- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
20- IMPORTANT: inventory sorting only works after having it selected, not initially after startup.
21- IMPORTANT: server-protocol/upgrade etc.
22- IMPORTANT: good installation instructions/problem faq.
23- IMPORTANT: database creation parameters borked - fix and find upgrad epath
24- FEATURE: beside the floorbox, have a recent inventory items box
25- fix the pod referencing - L<glossary/space> does not get you anywhere.
26 * possibly look into auto-marking (wiki-style) certain key sequences.
27
32should be solved/investitaged before release: 28should be solved/investigated before 1.0 release:
33- rethink message display in lower left corner 29- should not segfault when no soundcard installed.
34- auto-download of all faces from the server in the bg. 30- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
35- many sliders should have labels attached. 31- when in history "mode", completer cannot access completions at all
36- widgets need to know about their visibility. the inventory 32- <tt> not working on windows ?!
37 completely redraws itself on every animation change, even when its not visible. 33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
38- cairo/win32 looks like shit (premultiplied alpha bug?) 34- 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.
35 ^^^^ when pressing shift-insert
36- offer common options such as use_skill sense xxx etc. in inventory via menu?
37- buttons should support hovering visually
38- notebooks should provide visual feedback (support from button class?)
39- floorbox out-of-screen after resizing (schmorp)
40- identify inventory hover slowness and fix it (schmorp)
41- use more graphical frames/separators to make dialogs more eye-pleasing/clean
42- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
43- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
44- playerbook/skills should have sensible tooltips with skill descriptions
45- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
46- NPC dialog box should have close button which finishes the dialog
47- mapmap (overview) - scroll visible area by clicking/dragging
48- binding window and editor layout broken for long recordings => use scroller
49- maybe open the help viewer on the first start, or a simple dialog that
50 initially lists keybidings for gcfclient converts.
51- maybe support mb4/mb5 on selected widgets to facilitate scrolling
52 (inventory, spell list, messge log...) => marc
53- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
54- but fullscreen => minimize (alt-esc) => no way to go back [windows]
55- spell list => scroll down => "Pickup" => scrollbar not updated
56- what happened to the dialog being shown when modifiers are pressed, showing
57 keybindings for this modifier?
58- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
59
60post-1.0:
39- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 61- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
40 (after starting, press quit) 62 (after starting, press quit)
41- flopper/menu imrpovement: 63- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
42 * things that are menus should act more like menus 64- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
43 * inmventory etc. should fade-in automatically when used 65 affect neighbouring visible pixels (border bleeding).
44- add menu itemds for inventory items: mark/inscribe etc. 66- examine etc., should use extendeddrawinfo or sth. similar
45- remove wrap_mode hack from texture and make it a per-texture operation 67- player list from server for tell etc. commands
46- enter runmode when cursor-key repeats 68- save only dirty cached maps, and save dirty maps != current map
47- mapmap (overview) - scroll visible area by clicking/dragging
48- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
49- maybe move window managing functionality into toplevel
50- better window management (graphical feedback)
51
52low priority:
53- textview should not snap to bottom on resize.
54- alt+2cursor == diagonal
55- look into extendedmapinfo 69- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map 70- completer should know more about arguments, e.g. cast summon pet monster,
57- inventory update must be incremental (too slow) (really? check) 71 or that some commands do not take arguments ("drop all").
58- try to synchronize local animation speed with server updates to save on screen refreshes. 72- sliders do not change size after reconfigure.
59- player list from server for tell etc. commands 73- enter runmode when cursor-key repeats (maybe not?)
60- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 74- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
63- performance: use texture collections for upstream server data instead if gobs 75- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 76 of small textures.
65- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
66 affect neighbouring visible pixels (border bleeding).
67- pango fontsize measure and decrease to achieve real pixel height
68 77
69TEMPORARY SERVER TODO: 78TEMPORARY SERVER TODO:
79- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
70- palyer peaceful setting should be independen of game peaceful setting 80- palyer peaceful setting should be independen of game peaceful setting
71 (i.e. one should be able to become hostile against guards but still 81 (i.e. one should be able to become hostile against guards but still
72 be peaceful - the palyer peaceful would be toggled by priests and shown 82 be peaceful - the palyer peaceful would be toggled by priests and shown
73 in who, the game peaceful steting would be toggled by the peaceful command 83 in who, the game peaceful steting would be toggled by the peaceful command
74 but not otherwise shown). 84 but not otherwise shown).
81 be an attack (mentioned before). You also get no exp for this 91 be an attack (mentioned before). You also get no exp for this
82- 10) (feature request): bug/typo/idea commands to automatically log 92- 10) (feature request): bug/typo/idea commands to automatically log
83 your comments, with the mentioning of the current map (and perhaps an 93 your comments, with the mentioning of the current map (and perhaps an
84 item, if you do 'bug <item>'). 94 item, if you do 'bug <item>').
85 95
96
97 #TODO#d# display texture cache
98 {
99 glEnable GL_TEXTURE_2D;
100 glBindTexture GL_TEXTURE_2D, 41;
101 glColor 1, 1, 1, 1;
102 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103 glEnable GL_BLEND;
104 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105 glBegin GL_QUADS;
106 glTexCoord 0,1; glVertex 0,0;
107 glTexCoord 1,1; glVertex 255,0;
108 glTexCoord 1,0; glVertex 255,255;
109 glTexCoord 0,0; glVertex 0,255;
110 glEnd;
111 glDisable GL_BLEND;
112 glDisable GL_TEXTURE_2D;
113 }
114
86set_face 4783 => 70 115set_face 4783 => 70
87libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
88allocating id 71 117allocating id 71
89OK 118OK
90set_face 4782 => 71 119set_face 4782 => 71
96allocating id 73 125allocating id 73
97OK 126OK
98set_face 4784 => 73 127set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 128libpng warning: Ignoring gAMA chunk with gamma=0
100 129
130 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.
131 /*first pass*/
132 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 if (premultpliedTransparency)
135 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
136 else
137 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
138 /*render the object here*/
139
140 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:
141 /*second pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(FALSE); /*disable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1-a*/
146
147 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:
148 /*third pass*/
149 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
150 glDepthMask(TRUE); /*enable Z buffer*/
151 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
152 /*render the object with alpha replaced with 1*/
153
154

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