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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.111 by elmex, Fri Jun 2 19:03:42 2006 UTC vs.
Revision 1.210 by root, Tue Jul 18 06:56:35 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- the inventory needs separate scrollbars. unfortunately, that means
12- IMPORTANT: where did the window titles go, damnit? 12 addign a manual scrollbar to the other panes (skills and spells :()
13- IMPORTANT: message log window often loses contents after refreshes/res switches 13- spells ordering for complete different for different users (maybe stored in hash?)
14 (m,aybe not, maybe after loging out and in again?) 14- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
15- IMPORTANT: toplevel geometry is not respected on moves. 15 => either using bg attribute, or something else. neither way is currently implementable, imho
16- IMPORTANT: learning spells does not make them show up automatically in the completer? 16 => or maybe using an extra icon for curses/magic items?)
17- IMPORTANT: statusbox update timer 17 maybe drag&drop, otherwise two containers side-by-side makes little sense.
18- IMPORTANT: statusbox tooltip must not go away on updates 18 show player weight/max weight in inventory
19- IMPORTANT: history for completer (cursor-up) 19 offer common options such as use_skill sense xxx etc. in inventory via menu?
20- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 20 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
21- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 21 make simple inventory filters: most recently added/changed, normal, only unlocked
22 (mostly fixed, but still there: displays list and texture uploads do not go well together) 22- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
23- IMPORTANT:_ map feedback... e.g. when clicking on it 23- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419.
24- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) 24- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
25 (remaining things to do: testing, seems not to work reliably?) 25- all dialogs should be closable with "Esc"
26 26- close completer when connection dies
27- binding window and editor layout broken for long recordings 27- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
28- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 28- notebook should provide a visual feedback (support from button class?)
29- buttons should support hovering visually
30- experience change messages should include skill experience
29- minor: skill list which shows XP and lets u bind stuff 31- minor: skill list which lets u bind stuff
30 32- floorbox should show currently open container
31should be solved/investitaged before release: 33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32- log messages received and commands sent to ~/.crossfire/log.$ip
33- the binding editor should have a append-record mode or something like that
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. 34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit) 35 (after starting, press quit)
38- flopper/menu imrpovement: 36- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
39 * things that are menus should act more like menus 37
40- better focus management: put focus onto active windows, remove it again later 38should be solved/investigated before 1.0 release:
39- playerbook/skills should have sensible tooltips with skill descriptions
40- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
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?
41- 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.
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 54
49low priority: 55post-1.0:
50- 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
51- 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,
52 or that some commands do not take arguments ("drop all"). 66 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize. 67- sliders do not change size after reconfigure.
54- alt+cursor == diagonal 68- enter runmode when cursor-key repeats (maybe not?)
55- look into extendedmapinfo 69- cairo/win32 looks like shit (premultiplied alpha bug?)
56- 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
57- inventory update must be incremental (too slow) (really? check) 71 libcairo for win32).
58- 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)
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.). 73- 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 74- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 75 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 76
69TEMPORARY SERVER TODO: 77TEMPORARY SERVER TODO:
78- 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 79- palyer peaceful setting should be independen of game peaceful setting
71 (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
72 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
73 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
74 but not otherwise shown). 83 but not otherwise shown).
81 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
82- 10) (feature request): bug/typo/idea commands to automatically log 91- 10) (feature request): bug/typo/idea commands to automatically log
83 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
84 item, if you do 'bug <item>'). 93 item, if you do 'bug <item>').
85 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
86set_face 4783 => 70 114set_face 4783 => 70
87libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
88allocating id 71 116allocating id 71
89OK 117OK
90set_face 4782 => 71 118set_face 4782 => 71
96allocating id 73 124allocating id 73
97OK 125OK
98set_face 4784 => 73 126set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 127libpng warning: Ignoring gAMA chunk with gamma=0
100 128
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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