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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.99 by elmex, Tue May 30 14:59:26 2006 UTC vs.
Revision 1.249 by root, Sat Dec 9 02:21:25 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 6- EXTREMELY IMPORTANT
712:17 <@schmorp> will have to do that for gce too 7- PANGO: crashes when "xxx ""\n" in buffer and insrets return at "" with:
812:17 <@schmorp> remind me of it 8 Pango-ERROR **: file /build/buildd/pango1.0-1.14.7/./pango/pango-layout.c: line 1824 (pango_layout_line_get_char_direction): should not be reached
912:17 <@schmorp> qwhen i next bundle it
10 9
11- IMPORTANT: toplevel geometry is not respected on moves. 10- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: user_x/user_y for layout setting 11- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 12- SERVER: memleak like hell: probably event-related? (probably not real)
14- IMPORTANT: statusbox update timer 13- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- IMPORTANT: statusbox tooltip must not go away on updates 14- LONG-TERM: map landmark labels
16- IMPORTANT: history for completer (cursor-up) 15- LONG-TERM: player on map name
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
19 (mostly fixed, but still there: displays list and texture uploads do not go well together)
20- IMPORTANT:_ map feedback... e.g. when clicking on it
21- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
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 16
17- IMPORTANT: stats during item creation == crash? (reported by Grak)
18- IMPORTANT: server-protocol/upgrade etc.
19- IMPORTANT: good installation instructions/problem faq.
20- IMPORTANT: database creation parameters borked - fix and find upgrad epath
21- FEATURE: beside the floorbox, have a recent inventory items box
22- fix the pod referencing - L<glossary/space> does not get you anywhere.
23 * possibly look into auto-marking (wiki-style) certain key sequences.
24
26should be solved/investitaged before release: 25should be solved/investigated before 1.0 release:
27- rethink message display in lower left corner 26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
28- the inventory 27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
29 completely redraws itself on every animation change, even when its not visible. 28- when in history "mode", completer cannot access completions at all
30- cairo/win32 looks like shit (premultiplied alpha bug?) 29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- offer common options such as use_skill sense xxx etc. in inventory via menu?
31- buttons should support hovering visually
32- notebooks should provide visual feedback (support from button class?)
33- floorbox out-of-screen after resizing (schmorp)
34- identify inventory hover slowness and fix it (schmorp)
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- playerbook/skills should have sensible tooltips with skill descriptions
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- what happened to the dialog being shown when modifiers are pressed, showing
44 keybindings for this modifier?
45
46post-1.0:
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 48 (after starting, press quit)
33- flopper/menu imrpovement: 49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
34 * things that are menus should act more like menus 50- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35 * inmventory etc. should fade-in automatically when used 51 affect neighbouring visible pixels (border bleeding).
36- add menu itemds for inventory items: mark/inscribe etc. 52- examine etc., should use extendeddrawinfo or sth. similar
37- remove wrap_mode hack from texture and make it a per-texture operation 53- player list from server for tell etc. commands
38- enter runmode when cursor-key repeats 54- save only dirty cached maps, and save dirty maps != current map
39- mapmap (overview) - scroll visible area by clicking/dragging 55- look into extendedmapinfo
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
41- maybe move window managing functionality into toplevel
42- better window management (graphical feedback)
43- the player weight somehow updates strangely when dropping/picking up
44
45low priority:
46- completer should know more about arguments, e.g. cast summon pet monster, 56- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 57 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 58- sliders do not change size after reconfigure.
49- alt+cursor == diagonal 59- enter runmode when cursor-key repeats (maybe not?)
50- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map
52- inventory update must be incremental (too slow) (really? check)
53- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
57- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
58- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 62 of small textures.
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 63- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
61 affect neighbouring visible pixels (border bleeding).
62- pango fontsize measure and decrease to achieve real pixel height
63 64
64TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
65- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
66 (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
67 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
68 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
69 but not otherwise shown). 71 but not otherwise shown).
70- pippij wants playerstealing to work between hostile players
71- attempt_jump tries to kick jumped-into monster,s but doesn't work 72- attempt_jump tries to kick jumped-into monster,s but doesn't work
72- 1) If you hide, and someone can see you trying to hide, you'll get a 73- 1) If you hide, and someone can see you trying to hide, you'll get a
73 message, even when you can't see that other person. 74 message, even when you can't see that other person.
74- 2) hiding exp is always 1, independant of how difficult it is to hide 75- 2) hiding exp is always 1, independant of how difficult it is to hide
75- 3) jumping into monsters does no damage, even though it's supposed to 76- 3) jumping into monsters does no damage, even though it's supposed to
76 be an attack (mentioned before). You also get no exp for this 77 be an attack (mentioned before). You also get no exp for this
77- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
78 your comments, with the mentioning of the current map (and perhaps an 79 your comments, with the mentioning of the current map (and perhaps an
79 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
80 81
81set_face 4783 => 70
82libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 71
84OK
85set_face 4782 => 71
86libpng warning: Ignoring gAMA chunk with gamma=0
87allocating id 72
88OK
89set_face 4781 => 72
90libpng warning: Ignoring gAMA chunk with gamma=0
91allocating id 73
92OK
93set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0
95 82
83 #TODO#d# display texture cache
84 {
85 glEnable GL_TEXTURE_2D;
86 glBindTexture GL_TEXTURE_2D, 41;
87 glColor 1, 1, 1, 1;
88 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
89 glEnable GL_BLEND;
90 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
91 glBegin GL_QUADS;
92 glTexCoord 0,1; glVertex 0,0;
93 glTexCoord 1,1; glVertex 255,0;
94 glTexCoord 1,0; glVertex 255,255;
95 glTexCoord 0,0; glVertex 0,255;
96 glEnd;
97 glDisable GL_BLEND;
98 glDisable GL_TEXTURE_2D;
99 }
100
101 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.
102 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/
105 if (premultpliedTransparency)
106 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
107 else
108 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
109 /*render the object here*/
110
111 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:
112 /*second pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1-a*/
117
118 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:
119 /*third pass*/
120 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
121 glDepthMask(TRUE); /*enable Z buffer*/
122 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
123 /*render the object with alpha replaced with 1*/
124
125

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