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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.110 by elmex, Fri Jun 2 16:27:27 2006 UTC vs.
Revision 1.205 by root, Thu Jul 13 01:06:01 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: save map shift in config. 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- IMPORTANT: where did the window titles go, damnit? 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: message log window often loses contents after refreshes/res switches 13 => or maybe using an extra icon for curses/magic items?)
14 (m,aybe not, maybe after loging out and in again?) 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15- IMPORTANT: toplevel geometry is not respected on moves. 15 show player weight/max weight in inventory
16- IMPORTANT: learning spells does not make them show up automatically in the completer? 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17- IMPORTANT: statusbox update timer 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: statusbox tooltip must not go away on updates 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORTANT: history for completer (cursor-up) 19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 20- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419.
21- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22 (mostly fixed, but still there: displays list and texture uploads do not go well together) 22- IMPORTANT: character creation dialogs broken (stats window etc.): fix
23- IMPORTANT:_ map feedback... e.g. when clicking on it 23- close completer when connection dies
24- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) 24- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
25 (remaining things to do: testing, seems not to work reliably?) 25- the inventory needs separate scrollbars. unfortunately, that means
26 26 addign a manual scrollbar to the other panes (skills and spells :()
27- binding window and editor layout broken for long recordings 27- notebook should provide a visual feedback (support form button class?)
28- sorted spell dialog 28- buttons should support hovering visually
29- experience change messages should include skill experience
29- minor: skill list which shows XP and lets u bind stuff 30- skill page in playerbook (minor: skill list which shows XP and lets u bind stuff)
30 31- floorbox should show currently open container
31should be solved/investitaged before release: 32- make simple inventory filters: most recently added/changed, normal, only unlocked
32- log messages received and commands sent to ~/.crossfire/log.$ip 33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33- the binding editor should have a append-record mode or something like that 34- experience
34- rethink message display in lower left corner
35- cairo/win32 looks like shit (premultiplied alpha bug?)
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit) 36 (after starting, press quit)
38- flopper/menu imrpovement: 37- client sometimes crashes on Mapmenu=>Toggle autopickup
39 * 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
40- better focus management: put focus onto active windows, remove it again later 39
40should be solved/investigated before 1.0 release:
41- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
42- NPC dialog box should have close button which finishes the dialog
43- mapmap (overview) - scroll visible area by clicking/dragging
44- binding window and editor layout broken for long recordings => use scroller
45- maybe open the help viewer on the first start, or a simple dialog that
46 initially lists keybidings for gcfclient converts.
47- maybe support mb4/mb5 on selected widgets to facilitate scrolling
48 (inventory, spell list, messge log...) => marc
49- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
50- but fullscreen => minimize (alt-esc) => no way to go back [windows]
51- spell list => scroll down => "Pickup" => scrollbar not updated
52- what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier?
41- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 54- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
42- enter runmode when cursor-key repeats (maybe not?)
43- mapmap (overview) - scroll visible area by clicking/dragging
44- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
45- maybe move window managing functionality into toplevel
46- better window management (graphical feedback)
47- the player weight somehow updates strangely when dropping/picking up
48 55
49low priority: 56post-1.0:
50- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 57- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
58 (maybe sth. else causes the slowness, such as database?)
59- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
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- examine etc., should use extendeddrawinfo or sth. similar
63- player list from server for tell etc. commands
64- save only dirty cached maps, and save dirty maps != current map
65- look into extendedmapinfo
51- completer should know more about arguments, e.g. cast summon pet monster, 66- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all"). 67 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize. 68- sliders do not change size after reconfigure.
54- alt+cursor == diagonal 69- enter runmode when cursor-key repeats (maybe not?)
55- look into extendedmapinfo 70- cairo/win32 looks like shit (premultiplied alpha bug?)
56- save only dirty cached maps, and save dirty maps != current map 71 (despite horrendous efforts, this is likely not fixable except by building a custom
57- inventory update must be incremental (too slow) (really? check) 72 libcairo for win32).
58- try to synchronize local animation speed with server updates to save on screen refreshes. 73 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
59- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 74- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
63- performance: use texture collections for upstream server data instead if gobs 75- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 76 of small textures.
65- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
66 affect neighbouring visible pixels (border bleeding).
67- pango fontsize measure and decrease to achieve real pixel height
68 77
69TEMPORARY SERVER TODO: 78TEMPORARY SERVER TODO:
79- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
70- palyer peaceful setting should be independen of game peaceful setting 80- palyer peaceful setting should be independen of game peaceful setting
71 (i.e. one should be able to become hostile against guards but still 81 (i.e. one should be able to become hostile against guards but still
72 be peaceful - the palyer peaceful would be toggled by priests and shown 82 be peaceful - the palyer peaceful would be toggled by priests and shown
73 in who, the game peaceful steting would be toggled by the peaceful command 83 in who, the game peaceful steting would be toggled by the peaceful command
74 but not otherwise shown). 84 but not otherwise shown).
81 be an attack (mentioned before). You also get no exp for this 91 be an attack (mentioned before). You also get no exp for this
82- 10) (feature request): bug/typo/idea commands to automatically log 92- 10) (feature request): bug/typo/idea commands to automatically log
83 your comments, with the mentioning of the current map (and perhaps an 93 your comments, with the mentioning of the current map (and perhaps an
84 item, if you do 'bug <item>'). 94 item, if you do 'bug <item>').
85 95
96
97 #TODO#d# display texture cache
98 {
99 glEnable GL_TEXTURE_2D;
100 glBindTexture GL_TEXTURE_2D, 41;
101 glColor 1, 1, 1, 1;
102 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103 glEnable GL_BLEND;
104 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105 glBegin GL_QUADS;
106 glTexCoord 0,1; glVertex 0,0;
107 glTexCoord 1,1; glVertex 255,0;
108 glTexCoord 1,0; glVertex 255,255;
109 glTexCoord 0,0; glVertex 0,255;
110 glEnd;
111 glDisable GL_BLEND;
112 glDisable GL_TEXTURE_2D;
113 }
114
86set_face 4783 => 70 115set_face 4783 => 70
87libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
88allocating id 71 117allocating id 71
89OK 118OK
90set_face 4782 => 71 119set_face 4782 => 71
96allocating id 73 125allocating id 73
97OK 126OK
98set_face 4784 => 73 127set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 128libpng warning: Ignoring gAMA chunk with gamma=0
100 129
130 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.
131 /*first pass*/
132 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 if (premultpliedTransparency)
135 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
136 else
137 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
138 /*render the object here*/
139
140 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:
141 /*second pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(FALSE); /*disable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1-a*/
146
147 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:
148 /*third pass*/
149 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
150 glDepthMask(TRUE); /*enable Z buffer*/
151 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
152 /*render the object with alpha replaced with 1*/
153
154

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