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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 1.209 by root, Sun Jul 16 23:30:07 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- the inventory needs separate scrollbars. unfortunately, that means
12- IMPORTANT: user_x/user_y for layout setting 12 addign a manual scrollbar to the other panes (skills and spells :()
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 13- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
14- IMPORTANT: statusbox update timer 14 => either using bg attribute, or something else. neither way is currently implementable, imho
15- IMPORTANT: statusbox tooltip must not go away on updates 15 => or maybe using an extra icon for curses/magic items?)
16- IMPORTANT: history for completer (cursor-up) 16 maybe drag&drop, otherwise two containers side-by-side makes little sense.
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 17 show player weight/max weight in inventory
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 18 offer common options such as use_skill sense xxx etc. in inventory via menu?
19 (mostly fixed, but still there: displays list and texture uploads do not go well together) 19 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
20- IMPORTANT:_ map feedback... e.g. when clicking on it 20 make simple inventory filters: most recently added/changed, normal, only unlocked
21- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) 21- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
22 b) widget layout is nontrivial as to not obscure map 22- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419.
23 c) need better way to center map then middle-button, maybe map overview 23- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
24 (but updates will be slow UPDATE updates are not at all slow). 24- all dialogs should be closable with "Esc"
25 25- close completer when connection dies
26should be solved/investitaged before release: 26- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
27- rethink message display in lower left corner 27- notebook should provide a visual feedback (support from button class?)
28- the inventory 28- buttons should support hovering visually
29 completely redraws itself on every animation change, even when its not visible. 29- experience change messages should include skill experience
30- cairo/win32 looks like shit (premultiplied alpha bug?) 30- minor: skill list which lets u bind stuff
31- floorbox should show currently open container
32- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 34 (after starting, press quit)
33- flopper/menu imrpovement: 35- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
34 * things that are menus should act more like menus 36
35 * inmventory etc. should fade-in automatically when used 37should be solved/investigated before 1.0 release:
36- add menu itemds for inventory items: mark/inscribe etc. 38- playerbook/skills should have sensible tooltips with skill descriptions
37- remove wrap_mode hack from texture and make it a per-texture operation 39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- enter runmode when cursor-key repeats 40- NPC dialog box should have close button which finishes the dialog
39- mapmap (overview) - scroll visible area by clicking/dragging 41- 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 42- binding window and editor layout broken for long recordings => use scroller
41- maybe move window managing functionality into toplevel 43- maybe open the help viewer on the first start, or a simple dialog that
42- better window management (graphical feedback) 44 initially lists keybidings for gcfclient converts.
43- the player weight somehow updates strangely when dropping/picking up 45- maybe support mb4/mb5 on selected widgets to facilitate scrolling
46 (inventory, spell list, messge log...) => marc
47- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
48- but fullscreen => minimize (alt-esc) => no way to go back [windows]
49- spell list => scroll down => "Pickup" => scrollbar not updated
50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
52- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
44 53
45low priority: 54post-1.0:
55- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
56 (maybe sth. else causes the slowness, such as database?)
57- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
59 affect neighbouring visible pixels (border bleeding).
60- examine etc., should use extendeddrawinfo or sth. similar
61- player list from server for tell etc. commands
62- save only dirty cached maps, and save dirty maps != current map
63- look into extendedmapinfo
46- completer should know more about arguments, e.g. cast summon pet monster, 64- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 65 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 66- sliders do not change size after reconfigure.
49- alt+cursor == diagonal 67- enter runmode when cursor-key repeats (maybe not?)
50- look into extendedmapinfo 68- cairo/win32 looks like shit (premultiplied alpha bug?)
51- save only dirty cached maps, and save dirty maps != current map 69 (despite horrendous efforts, this is likely not fixable except by building a custom
52- inventory update must be incremental (too slow) (really? check) 70 libcairo for win32).
53- try to synchronize local animation speed with server updates to save on screen refreshes. 71 (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.). 72- 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 73- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 74 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 75
64TEMPORARY SERVER TODO: 76TEMPORARY SERVER TODO:
77- 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 78- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still 79 (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 80 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 81 in who, the game peaceful steting would be toggled by the peaceful command
69 but not otherwise shown). 82 but not otherwise shown).
76 be an attack (mentioned before). You also get no exp for this 89 be an attack (mentioned before). You also get no exp for this
77- 10) (feature request): bug/typo/idea commands to automatically log 90- 10) (feature request): bug/typo/idea commands to automatically log
78 your comments, with the mentioning of the current map (and perhaps an 91 your comments, with the mentioning of the current map (and perhaps an
79 item, if you do 'bug <item>'). 92 item, if you do 'bug <item>').
80 93
94
95 #TODO#d# display texture cache
96 {
97 glEnable GL_TEXTURE_2D;
98 glBindTexture GL_TEXTURE_2D, 41;
99 glColor 1, 1, 1, 1;
100 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
101 glEnable GL_BLEND;
102 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
103 glBegin GL_QUADS;
104 glTexCoord 0,1; glVertex 0,0;
105 glTexCoord 1,1; glVertex 255,0;
106 glTexCoord 1,0; glVertex 255,255;
107 glTexCoord 0,0; glVertex 0,255;
108 glEnd;
109 glDisable GL_BLEND;
110 glDisable GL_TEXTURE_2D;
111 }
112
81set_face 4783 => 70 113set_face 4783 => 70
82libpng warning: Ignoring gAMA chunk with gamma=0 114libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 71 115allocating id 71
84OK 116OK
85set_face 4782 => 71 117set_face 4782 => 71
91allocating id 73 123allocating id 73
92OK 124OK
93set_face 4784 => 73 125set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 126libpng warning: Ignoring gAMA chunk with gamma=0
95 127
128 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.
129 /*first pass*/
130 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 if (premultpliedTransparency)
133 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
134 else
135 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
136 /*render the object here*/
137
138 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:
139 /*second pass*/
140 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
141 glDepthMask(FALSE); /*disable Z buffer*/
142 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
143 /*render the object with alpha replaced with 1-a*/
144
145 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:
146 /*third pass*/
147 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
148 glDepthMask(TRUE); /*enable Z buffer*/
149 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
150 /*render the object with alpha replaced with 1*/
151
152

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