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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 1.213 by root, Thu Jul 20 08:47:38 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- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: user_x/user_y for layout setting 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14- IMPORTANT: statusbox update timer
15- IMPORTANT: statusbox tooltip must not go away on updates
16- IMPORTANT: history for completer (cursor-up)
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 14
26should be solved/investitaged before release: 15- the inventory needs separate scrollbars. unfortunately, that means
27- rethink message display in lower left corner 16 addign a manual scrollbar to the other panes (skills and spells :()
28- the inventory 17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
29 completely redraws itself on every animation change, even when its not visible. 18- spells ordering for complete different for different users (maybe stored in hash?)
30- cairo/win32 looks like shit (premultiplied alpha bug?) 19- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
20 => either using bg attribute, or something else. neither way is currently implementable, imho
21 => or maybe using an extra icon for curses/magic items?)
22 maybe drag&drop, otherwise two containers side-by-side makes little sense.
23 show player weight/max weight in inventory
24 offer common options such as use_skill sense xxx etc. in inventory via menu?
25 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
26 make simple inventory filters: most recently added/changed, normal, only unlocked
27- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
28- 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.
29- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
30- all dialogs should be closable with "Esc"
31- close completer when connection dies
32- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
33- notebook should provide a visual feedback (support from button class?)
34- buttons should support hovering visually
35- experience change messages should include skill experience
36- minor: skill list which lets u bind stuff
37- floorbox should show currently open container
38- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 39- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 40 (after starting, press quit)
33- flopper/menu imrpovement: 41- 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 42
35 * inmventory etc. should fade-in automatically when used 43should be solved/investigated before 1.0 release:
36- add menu itemds for inventory items: mark/inscribe etc. 44- playerbook/skills should have sensible tooltips with skill descriptions
37- remove wrap_mode hack from texture and make it a per-texture operation 45- 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 46- NPC dialog box should have close button which finishes the dialog
39- mapmap (overview) - scroll visible area by clicking/dragging 47- 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 48- binding window and editor layout broken for long recordings => use scroller
41- maybe move window managing functionality into toplevel 49- maybe open the help viewer on the first start, or a simple dialog that
42- better window management (graphical feedback) 50 initially lists keybidings for gcfclient converts.
43- the player weight somehow updates strangely when dropping/picking up 51- maybe support mb4/mb5 on selected widgets to facilitate scrolling
52 (inventory, spell list, messge log...) => marc
53- maybe the topmost 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.
44 59
45low priority: 60post-1.0:
61- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
62 (maybe sth. else causes the slowness, such as database?)
63- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
64- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
65 affect neighbouring visible pixels (border bleeding).
66- examine etc., should use extendeddrawinfo or sth. similar
67- player list from server for tell etc. commands
68- save only dirty cached maps, and save dirty maps != current map
69- look into extendedmapinfo
46- completer should know more about arguments, e.g. cast summon pet monster, 70- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 71 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 72- sliders do not change size after reconfigure.
49- alt+cursor == diagonal 73- enter runmode when cursor-key repeats (maybe not?)
50- look into extendedmapinfo 74- cairo/win32 looks like shit (premultiplied alpha bug?)
51- save only dirty cached maps, and save dirty maps != current map 75 (despite horrendous efforts, this is likely not fixable except by building a custom
52- inventory update must be incremental (too slow) (really? check) 76 libcairo for win32).
53- try to synchronize local animation speed with server updates to save on screen refreshes. 77 (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.). 78- 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 79- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 80 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 81
64TEMPORARY SERVER TODO: 82TEMPORARY SERVER TODO:
83- 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 84- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still 85 (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 86 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 87 in who, the game peaceful steting would be toggled by the peaceful command
69 but not otherwise shown). 88 but not otherwise shown).
76 be an attack (mentioned before). You also get no exp for this 95 be an attack (mentioned before). You also get no exp for this
77- 10) (feature request): bug/typo/idea commands to automatically log 96- 10) (feature request): bug/typo/idea commands to automatically log
78 your comments, with the mentioning of the current map (and perhaps an 97 your comments, with the mentioning of the current map (and perhaps an
79 item, if you do 'bug <item>'). 98 item, if you do 'bug <item>').
80 99
100
101 #TODO#d# display texture cache
102 {
103 glEnable GL_TEXTURE_2D;
104 glBindTexture GL_TEXTURE_2D, 41;
105 glColor 1, 1, 1, 1;
106 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
107 glEnable GL_BLEND;
108 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
109 glBegin GL_QUADS;
110 glTexCoord 0,1; glVertex 0,0;
111 glTexCoord 1,1; glVertex 255,0;
112 glTexCoord 1,0; glVertex 255,255;
113 glTexCoord 0,0; glVertex 0,255;
114 glEnd;
115 glDisable GL_BLEND;
116 glDisable GL_TEXTURE_2D;
117 }
118
81set_face 4783 => 70 119set_face 4783 => 70
82libpng warning: Ignoring gAMA chunk with gamma=0 120libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 71 121allocating id 71
84OK 122OK
85set_face 4782 => 71 123set_face 4782 => 71
91allocating id 73 129allocating id 73
92OK 130OK
93set_face 4784 => 73 131set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 132libpng warning: Ignoring gAMA chunk with gamma=0
95 133
134 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.
135 /*first pass*/
136 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
137 glDepthMask(FALSE); /*disable Z buffer*/
138 if (premultpliedTransparency)
139 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
140 else
141 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
142 /*render the object here*/
143
144 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:
145 /*second pass*/
146 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
147 glDepthMask(FALSE); /*disable Z buffer*/
148 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
149 /*render the object with alpha replaced with 1-a*/
150
151 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:
152 /*third pass*/
153 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
154 glDepthMask(TRUE); /*enable Z buffer*/
155 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
156 /*render the object with alpha replaced with 1*/
157
158

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