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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.86 by root, Thu May 25 16:56:11 2006 UTC vs.
Revision 1.256 by root, Tue Mar 13 01:19:33 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- display opengl renderer for troubleshooting
712:17 <@schmorp> will have to do that for gce too 9- automccompleter should vanish when its losing focus
812:17 <@schmorp> remind me of it 10- allow inventory window to be stacked vertically, maybe?
912:17 <@schmorp> qwhen i next bundle it 11- ganondorf wants the complete to grow, never shrink
12- keypad-enter does not do the same as return in text entries
10 13
11- IMPORTANT: investigate apply problem (neither space nor completer could apply anymore) 14- ice in /whalingoutpost/misc/castle1
12- IMPORTANT: learning spells does not make them show up automatically in the completer? 15 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13- IMPORTANT: statusbox update timer 16- PANGO: create upstream-patch for inclusion into pango
14- IMPORTANT: statusbox tooltip must not go away on updates 17- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: history for completer (cursor-up) 18- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 19- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 20- LONG-TERM: map landmark labels
18 (mostly fixed, but still there: displays list and texture uploads do not go well together) 21- LONG-TERM: player on map name
19- IMPORTANT: lose/regain mapping might clear messgae log
20 (maybe this happens when its being updated when the window isn't mapped => no
21 window context?)
22 (this might be fixed now, watch out for it)
23- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop.
24- IMPORTANT:_ map feedback... e.g. when clicking on it
25- IMPORTANT: user interface (window positions etc.) should be saved, but
26 b) widget layout is nontrivial as to not obscure map
27 c) need better way to center map then middle-button, maybe map overview
28 (but updates will be slow UPDATE updates are not at all slow).
29 22
23- player speed is only shown as current, not unencumbered max as in gcfclient
24- IMPORTANT: stats during item creation == crash? (reported by Grak)
25- IMPORTANT: server-protocol/upgrade etc.
26- IMPORTANT: good installation instructions/problem faq.
27- IMPORTANT: database creation parameters borked - fix and find upgrad epath
28- FEATURE: beside the floorbox, have a recent inventory items box
29- fix the pod referencing - L<glossary/space> does not get you anywhere.
30 * possibly look into auto-marking (wiki-style) certain key sequences.
31
30should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
31- rethink message display in lower left corner 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32- auto-download of all faces from the server in the bg. 34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- many sliders should have labels attached. 35- when in history "mode", completer cannot access completions at all
34- widgets need to know about their visibility. the inventory 36- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35 completely redraws itself on every animation change, even when its not visible. 37- offer common options such as use_skill sense xxx etc. in inventory via menu?
36- cairo/win32 looks like shit (premultiplied alpha bug?) 38- buttons should support hovering visually
39- notebooks should provide visual feedback (support from button class?)
40- floorbox out-of-screen after resizing (schmorp)
41- identify inventory hover slowness and fix it (schmorp)
42- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
43- playerbook/skills should have sensible tooltips with skill descriptions
44- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
45- mapmap (overview) - scroll visible area by clicking/dragging
46- binding window and editor layout broken for long recordings => use scroller
47- maybe open the help viewer on the first start, or a simple dialog that
48 initially lists keybidings for gcfclient converts.
49- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
52
53post-1.0:
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 54- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit) 55 (after starting, press quit)
39- flopper/menu imrpovement: 56- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
40 * things that are menus should act more like menus 57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41 * inmventory etc. should fade-in automatically when used 58 affect neighbouring visible pixels (border bleeding).
42- add menu itemds for inventory items: mark/inscribe etc. 59- examine etc., should use extendeddrawinfo or sth. similar
43- remove wrap_mode hack from texture and make it a per-texture operation 60- player list from server for tell etc. commands
44- enter runmode when cursor-key repeats 61- save only dirty cached maps, and save dirty maps != current map
45- mapmap (overview) - scroll visible area by clicking/dragging
46- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
47- maybe move window managing functionality into toplevel
48- better window management (graphical feedback)
49
50low priority:
51- textview should not snap to bottom on resize.
52- alt+2cursor == diagonal
53- look into extendedmapinfo 62- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map 63- completer should know more about arguments, e.g. cast summon pet monster,
55- inventory update must be incremental (too slow) (really? check) 64 or that some commands do not take arguments ("drop all").
56- try to synchronize local animation speed with server updates to save on screen refreshes. 65- sliders do not change size after reconfigure.
57- player list from server for tell etc. commands 66- enter runmode when cursor-key repeats (maybe not?)
58- examine etc., should use extendeddrawinfo or sth. similar
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
61- performance: use texture collections for upstream server data instead if gobs 68- performance: use texture collections for upstream server data instead if gobs
62 of small textures. 69 of small textures.
63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 70- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
64 affect neighbouring visible pixels (border bleeding).
65- pango fontsize measure and decrease to achieve real pixel height
66 71
67TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting 74- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 75 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown 76 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command 77 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown). 78 but not otherwise shown).
73- pippij wants playerstealing to work between hostile players
74- attempt_jump tries to kick jumped-into monster,s but doesn't work 79- attempt_jump tries to kick jumped-into monster,s but doesn't work
75- 1) If you hide, and someone can see you trying to hide, you'll get a 80- 1) If you hide, and someone can see you trying to hide, you'll get a
76 message, even when you can't see that other person. 81 message, even when you can't see that other person.
77- 2) hiding exp is always 1, independant of how difficult it is to hide 82- 2) hiding exp is always 1, independant of how difficult it is to hide
78- 3) jumping into monsters does no damage, even though it's supposed to 83- 3) jumping into monsters does no damage, even though it's supposed to
79 be an attack (mentioned before). You also get no exp for this 84 be an attack (mentioned before). You also get no exp for this
80- 10) (feature request): bug/typo/idea commands to automatically log 85- 10) (feature request): bug/typo/idea commands to automatically log
81 your comments, with the mentioning of the current map (and perhaps an 86 your comments, with the mentioning of the current map (and perhaps an
82 item, if you do 'bug <item>'). 87 item, if you do 'bug <item>').
83 88
84set_face 4783 => 70
85libpng warning: Ignoring gAMA chunk with gamma=0
86allocating id 71
87OK
88set_face 4782 => 71
89libpng warning: Ignoring gAMA chunk with gamma=0
90allocating id 72
91OK
92set_face 4781 => 72
93libpng warning: Ignoring gAMA chunk with gamma=0
94allocating id 73
95OK
96set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0
98 89
90 #TODO#d# display texture cache
91 {
92 glEnable GL_TEXTURE_2D;
93 glBindTexture GL_TEXTURE_2D, 41;
94 glColor 1, 1, 1, 1;
95 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
96 glEnable GL_BLEND;
97 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
98 glBegin GL_QUADS;
99 glTexCoord 0,1; glVertex 0,0;
100 glTexCoord 1,1; glVertex 255,0;
101 glTexCoord 1,0; glVertex 255,255;
102 glTexCoord 0,0; glVertex 0,255;
103 glEnd;
104 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D;
106 }
107
108 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.
109 /*first pass*/
110 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 if (premultpliedTransparency)
113 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
114 else
115 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
116 /*render the object here*/
117
118 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:
119 /*second pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1-a*/
124
125 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:
126 /*third pass*/
127 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
128 glDepthMask(TRUE); /*enable Z buffer*/
129 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
130 /*render the object with alpha replaced with 1*/
131
132

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