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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.101 by elmex, Wed May 31 10:15:32 2006 UTC vs.
Revision 1.196 by root, Wed Jul 5 02:16:49 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: toplevel geometry is not respected on moves. 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- IMPORTANT: user_x/user_y for layout setting 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 13 => or maybe using an extra icon for curses/magic items?)
14- IMPORTANT: statusbox update timer 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15- IMPORTANT: statusbox tooltip must not go away on updates 15 show player weight/max weight in inventory
16- IMPORTANT: history for completer (cursor-up) 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19 (mostly fixed, but still there: displays list and texture uploads do not go well together) 19- the inventory needs separate scrollbars. unfortunately, that means
20- IMPORTANT:_ map feedback... e.g. when clicking on it 20 addign a manual scrollbar to the other panes (skills and spells :()
21- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) 21- notebook should provide a visual feedback (support form button class?)
22 b) widget layout is nontrivial as to not obscure map 22- buttons should support hovering visually
23 c) need better way to center map then middle-button, maybe map overview 23- experience change messages should include skill experience
24 (but updates will be slow UPDATE updates are not at all slow). 24- skill page in playerbook
25 25- help window close button
26should be solved/investitaged before release: 26- floorbox should show currently open container
27- rethink message display in lower left corner 27- make simple inventory filters: most recently added/changed, normal, only unlocked
28- the inventory 28- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
29 completely redraws itself on every animation change, even when its not visible. 29- minor: skill list which shows XP and lets u bind stuff
30- cairo/win32 looks like shit (premultiplied alpha bug?) 30- experience
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 32 (after starting, press quit)
33- flopper/menu imrpovement: 33- client sometimes crashes on Mapmenu=>Toggle autopickup
34 * things that are menus should act more like menus 34- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
35 * inmventory etc. should fade-in automatically when used 35
36- add menu itemds for inventory items: mark/inscribe etc. 36should be solved/investigated before 1.0 release:
37- remove wrap_mode hack from texture and make it a per-texture operation 37- NPC dialog box should have close button which finishes the dialog
38- enter runmode when cursor-key repeats
39- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 39- binding window and editor layout broken for long recordings => use scroller
41- maybe move window managing functionality into toplevel 40- maybe open the help viewer on the first start, or a simple dialog that
42- better window management (graphical feedback) 41 initially lists keybidings for gcfclient converts.
43- the player weight somehow updates strangely when dropping/picking up 42- maybe support mb4/mb5 on selected widgets to facilitate scrolling
43 (inventory, spell list, messge log...) => marc
44- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
45- but fullscreen => minimize (alt-esc) => no way to go back [windows]
46- spell list => scroll down => "Pickup" => scrollbar not updated
47- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier?
49- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
44 50
45low priority: 51post-1.0:
52- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
53 (maybe sth. else causes the slowness, such as database?)
54- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56 affect neighbouring visible pixels (border bleeding).
57- examine etc., should use extendeddrawinfo or sth. similar
58- player list from server for tell etc. commands
59- save only dirty cached maps, and save dirty maps != current map
60- look into extendedmapinfo
46- completer should know more about arguments, e.g. cast summon pet monster, 61- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 62 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 63- sliders do not change size after reconfigure.
49- alt+cursor == diagonal 64- enter runmode when cursor-key repeats (maybe not?)
50- look into extendedmapinfo 65- cairo/win32 looks like shit (premultiplied alpha bug?)
51- save only dirty cached maps, and save dirty maps != current map 66 (despite horrendous efforts, this is likely not fixable except by building a custom
52- inventory update must be incremental (too slow) (really? check) 67 libcairo for win32).
53- try to synchronize local animation speed with server updates to save on screen refreshes. 68 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
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.). 69- 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 70- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 71 of small textures.
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding).
62- pango fontsize measure and decrease to achieve real pixel height
63 72
64TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- 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 75- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still 76 (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 77 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 78 in who, the game peaceful steting would be toggled by the peaceful command
69 but not otherwise shown). 79 but not otherwise shown).
76 be an attack (mentioned before). You also get no exp for this 86 be an attack (mentioned before). You also get no exp for this
77- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
78 your comments, with the mentioning of the current map (and perhaps an 88 your comments, with the mentioning of the current map (and perhaps an
79 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
80 90
91
92 #TODO#d# display texture cache
93 {
94 glEnable GL_TEXTURE_2D;
95 glBindTexture GL_TEXTURE_2D, 41;
96 glColor 1, 1, 1, 1;
97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
98 glEnable GL_BLEND;
99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
100 glBegin GL_QUADS;
101 glTexCoord 0,1; glVertex 0,0;
102 glTexCoord 1,1; glVertex 255,0;
103 glTexCoord 1,0; glVertex 255,255;
104 glTexCoord 0,0; glVertex 0,255;
105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
109
81set_face 4783 => 70 110set_face 4783 => 70
82libpng warning: Ignoring gAMA chunk with gamma=0 111libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 71 112allocating id 71
84OK 113OK
85set_face 4782 => 71 114set_face 4782 => 71
91allocating id 73 120allocating id 73
92OK 121OK
93set_face 4784 => 73 122set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 123libpng warning: Ignoring gAMA chunk with gamma=0
95 124
125 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.
126 /*first pass*/
127 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/
129 if (premultpliedTransparency)
130 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
131 else
132 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
133 /*render the object here*/
134
135 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:
136 /*second pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(FALSE); /*disable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1-a*/
141
142 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:
143 /*third pass*/
144 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
145 glDepthMask(TRUE); /*enable Z buffer*/
146 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
147 /*render the object with alpha replaced with 1*/
148
149

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