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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.108 by root, Fri Jun 2 02:21:48 2006 UTC vs.
Revision 1.204 by root, Tue Jul 11 11:06:33 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: where did the window titles go, damnit? 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- IMPORTANT: message log window often loses contents after refreshes/res switches 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13 (m,aybe not, maybe after loging out and in again?) 13 => or maybe using an extra icon for curses/magic items?)
14- IMPORTANT: toplevel geometry is not respected on moves. 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15- IMPORTANT: learning spells does not make them show up automatically in the completer? 15 show player weight/max weight in inventory
16- IMPORTANT: statusbox update timer 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17- IMPORTANT: statusbox tooltip must not go away on updates 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: history for completer (cursor-up) 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 20- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419.
21 (mostly fixed, but still there: displays list and texture uploads do not go well together) 21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22- IMPORTANT:_ map feedback... e.g. when clicking on it 22- IMPORTANT: character creation dialogs broken (stats window etc.): fix
23- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) 23- close completer when connection dies
24 (remaining things to do: testing, seems not to work reliably?) 24- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
25 25- the inventory needs separate scrollbars. unfortunately, that means
26should be solved/investitaged before release: 26 addign a manual scrollbar to the other panes (skills and spells :()
27- log messages received and commands sent to ~/.crossfire/log.$ip 27- notebook should provide a visual feedback (support form button class?)
28- the binding editor should have a append-record mode or something like that 28- buttons should support hovering visually
29- rethink message display in lower left corner 29- experience change messages should include skill experience
30- cairo/win32 looks like shit (premultiplied alpha bug?) 30- skill page in playerbook (minor: skill list which shows XP and lets u bind stuff)
31- floorbox should show currently open container
32- make simple inventory filters: most recently added/changed, normal, only unlocked
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- experience
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 36 (after starting, press quit)
33- flopper/menu imrpovement: 37- client sometimes crashes on Mapmenu=>Toggle autopickup
34 * things that are menus should act more like menus 38- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
35- better focus management: put focus onto active windows, remove it again later 39
40should be solved/investigated before 1.0 release:
41- NPC dialog box should have close button which finishes the dialog
42- mapmap (overview) - scroll visible area by clicking/dragging
43- binding window and editor layout broken for long recordings => use scroller
44- maybe open the help viewer on the first start, or a simple dialog that
45 initially lists keybidings for gcfclient converts.
46- maybe support mb4/mb5 on selected widgets to facilitate scrolling
47 (inventory, spell list, messge log...) => marc
48- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
49- but fullscreen => minimize (alt-esc) => no way to go back [windows]
50- spell list => scroll down => "Pickup" => scrollbar not updated
51- what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier?
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37- enter runmode when cursor-key repeats (maybe not?)
38- mapmap (overview) - scroll visible area by clicking/dragging
39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40- maybe move window managing functionality into toplevel
41- better window management (graphical feedback)
42- the player weight somehow updates strangely when dropping/picking up
43 54
44low priority: 55post-1.0:
45- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 56- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
57 (maybe sth. else causes the slowness, such as database?)
58- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
60 affect neighbouring visible pixels (border bleeding).
61- examine etc., should use extendeddrawinfo or sth. similar
62- player list from server for tell etc. commands
63- save only dirty cached maps, and save dirty maps != current map
64- look into extendedmapinfo
46- completer should know more about arguments, e.g. cast summon pet monster, 65- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 66 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 67- sliders do not change size after reconfigure.
49- alt+cursor == diagonal 68- enter runmode when cursor-key repeats (maybe not?)
50- look into extendedmapinfo 69- cairo/win32 looks like shit (premultiplied alpha bug?)
51- save only dirty cached maps, and save dirty maps != current map 70 (despite horrendous efforts, this is likely not fixable except by building a custom
52- inventory update must be incremental (too slow) (really? check) 71 libcairo for win32).
53- try to synchronize local animation speed with server updates to save on screen refreshes. 72 (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.). 73- 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 74- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 75 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 76
64TEMPORARY SERVER TODO: 77TEMPORARY SERVER TODO:
78- 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 79- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still 80 (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 81 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 82 in who, the game peaceful steting would be toggled by the peaceful command
69 but not otherwise shown). 83 but not otherwise shown).
76 be an attack (mentioned before). You also get no exp for this 90 be an attack (mentioned before). You also get no exp for this
77- 10) (feature request): bug/typo/idea commands to automatically log 91- 10) (feature request): bug/typo/idea commands to automatically log
78 your comments, with the mentioning of the current map (and perhaps an 92 your comments, with the mentioning of the current map (and perhaps an
79 item, if you do 'bug <item>'). 93 item, if you do 'bug <item>').
80 94
95
96 #TODO#d# display texture cache
97 {
98 glEnable GL_TEXTURE_2D;
99 glBindTexture GL_TEXTURE_2D, 41;
100 glColor 1, 1, 1, 1;
101 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
102 glEnable GL_BLEND;
103 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
104 glBegin GL_QUADS;
105 glTexCoord 0,1; glVertex 0,0;
106 glTexCoord 1,1; glVertex 255,0;
107 glTexCoord 1,0; glVertex 255,255;
108 glTexCoord 0,0; glVertex 0,255;
109 glEnd;
110 glDisable GL_BLEND;
111 glDisable GL_TEXTURE_2D;
112 }
113
81set_face 4783 => 70 114set_face 4783 => 70
82libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 71 116allocating id 71
84OK 117OK
85set_face 4782 => 71 118set_face 4782 => 71
91allocating id 73 124allocating id 73
92OK 125OK
93set_face 4784 => 73 126set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 127libpng warning: Ignoring gAMA chunk with gamma=0
95 128
129 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.
130 /*first pass*/
131 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 if (premultpliedTransparency)
134 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
135 else
136 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
137 /*render the object here*/
138
139 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:
140 /*second pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(FALSE); /*disable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1-a*/
145
146 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:
147 /*third pass*/
148 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
149 glDepthMask(TRUE); /*enable Z buffer*/
150 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
151 /*render the object with alpha replaced with 1*/
152
153

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