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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.120 by root, Sun Jun 4 00:21:51 2006 UTC vs.
Revision 1.222 by elmex, Fri Jul 28 09:27:33 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: message log window often loses contents after refreshes/res switches 11- PANGO: create upstream-patch for inclusion into pango
12 (m,aybe not, maybe after loging out and in again?) 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- IMPORTANT: statusbox update timer 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14- IMPORTANT: statusbox tooltip must not go away on updates
15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
17- IMPORTANT: stats window looks like shit initially (widget allocation?)
18 14
19- binding window and editor layout broken for long recordings 15- REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is
20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
21- minor: skill list which shows XP and lets u bind stuff
22 16
17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
18- spells ordering completely different for different users (maybe stored in hash?)
19- identify inventory hover slowness and fix it (schmorp)
20- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
21 => either using bg attribute, or something else. neither way is currently implementable, imho
22 => or maybe using an extra icon for curses/magic items?)
23 offer common options such as use_skill sense xxx etc. in inventory via menu?
24 make simple inventory filters: most recently added/changed, normal, only unlocked
25- floorbox out-of-screen after resizing (schmorp)
26- skill book - tooltips with description and bind-to-key (schmorp)
27- all dialogs should be closable with "Esc"
28- notebooks should provide visual feedback (support from button class?)
29- buttons should support hovering visually
30- minor: skill list which lets u bind stuff
31- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32
23should be solved/investitaged before release: 33should be solved/investigated before 1.0 release:
24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 34- use more graphical frames/separators to make dialogs more eye-pleasing/clean
25 and add column titles (also for other tables like inventory and bindings) 35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
26- log messages received and commands sent to ~/.crossfire/log.$ip 36- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
27- the binding editor should have a append-record mode or something like that 37- playerbook/skills should have sensible tooltips with skill descriptions
28- rethink message display in lower left corner 38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
29- cairo/win32 looks like shit (premultiplied alpha bug?) 39- NPC dialog box should have close button which finishes the dialog
40- mapmap (overview) - scroll visible area by clicking/dragging
41- binding window and editor layout broken for long recordings => use scroller
42- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts.
44- maybe support mb4/mb5 on selected widgets to facilitate scrolling
45 (inventory, spell list, messge log...) => marc
46- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
47- but fullscreen => minimize (alt-esc) => no way to go back [windows]
48- spell list => scroll down => "Pickup" => scrollbar not updated
49- what happened to the dialog being shown when modifiers are pressed, showing
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52
53post-1.0:
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 54- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit) 55 (after starting, press quit)
32- better focus management: put focus onto active windows, remove it again later 56- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
34- enter runmode when cursor-key repeats (maybe not?) 58 affect neighbouring visible pixels (border bleeding).
35- mapmap (overview) - scroll visible area by clicking/dragging 59- examine etc., should use extendeddrawinfo or sth. similar
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 60- player list from server for tell etc. commands
37- maybe move window managing functionality into toplevel 61- save only dirty cached maps, and save dirty maps != current map
38- better window management (graphical feedback) 62- look into extendedmapinfo
39- the player weight somehow updates strangely when dropping/picking up
40
41low priority:
42- win32, fow_tetxure sometimes nukes other textures
43 (mostly fixed, but still there: displays list and texture uploads do not go well together)
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45- completer should know more about arguments, e.g. cast summon pet monster, 63- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all"). 64 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 65- sliders do not change size after reconfigure.
48- alt+cursor == diagonal 66- enter runmode when cursor-key repeats (maybe not?)
49- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map
51- try to synchronize local animation speed with server updates to save on screen refreshes.
52- player list from server for tell etc. commands
53- examine etc., should use extendeddrawinfo or sth. similar
54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56- performance: use texture collections for upstream server data instead if gobs 68- performance: use texture collections for upstream server data instead if gobs
57 of small textures. 69 of small textures.
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- pango fontsize measure and decrease to achieve real pixel height
61 70
62TEMPORARY SERVER TODO: 71TEMPORARY SERVER TODO:
72- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
63- palyer peaceful setting should be independen of game peaceful setting 73- palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still 74 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown 75 be peaceful - the palyer peaceful would be toggled by priests and shown
66 in who, the game peaceful steting would be toggled by the peaceful command 76 in who, the game peaceful steting would be toggled by the peaceful command
67 but not otherwise shown). 77 but not otherwise shown).
74 be an attack (mentioned before). You also get no exp for this 84 be an attack (mentioned before). You also get no exp for this
75- 10) (feature request): bug/typo/idea commands to automatically log 85- 10) (feature request): bug/typo/idea commands to automatically log
76 your comments, with the mentioning of the current map (and perhaps an 86 your comments, with the mentioning of the current map (and perhaps an
77 item, if you do 'bug <item>'). 87 item, if you do 'bug <item>').
78 88
89
90 #TODO#d# display texture cache
91 {
92 glEnable GL_TEXTURE_2D;
93 glBindTexture GL_TEXTURE_2D, 41;
94 glColor 1, 1, 1, 1;
95 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
96 glEnable GL_BLEND;
97 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
98 glBegin GL_QUADS;
99 glTexCoord 0,1; glVertex 0,0;
100 glTexCoord 1,1; glVertex 255,0;
101 glTexCoord 1,0; glVertex 255,255;
102 glTexCoord 0,0; glVertex 0,255;
103 glEnd;
104 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D;
106 }
107
79set_face 4783 => 70 108set_face 4783 => 70
80libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
81allocating id 71 110allocating id 71
82OK 111OK
83set_face 4782 => 71 112set_face 4782 => 71
89allocating id 73 118allocating id 73
90OK 119OK
91set_face 4784 => 73 120set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0 121libpng warning: Ignoring gAMA chunk with gamma=0
93 122
123 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.
124 /*first pass*/
125 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
126 glDepthMask(FALSE); /*disable Z buffer*/
127 if (premultpliedTransparency)
128 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
129 else
130 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
131 /*render the object here*/
132
133 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:
134 /*second pass*/
135 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
136 glDepthMask(FALSE); /*disable Z buffer*/
137 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
138 /*render the object with alpha replaced with 1-a*/
139
140 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:
141 /*third pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(TRUE); /*enable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1*/
146
147

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