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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.63 by root, Thu May 18 16:53:55 2006 UTC vs.
Revision 1.193 by root, Tue Jul 4 23:44:23 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: lose/regain mapping might clear messgae log 11- IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579.
12 (maybe this happens when its being updated when the window isn't mapped => no 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13 window context?) 13 => either using bg attribute, or something else. neither way is currently implementable, imho
14- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 14 => or maybe using an extra icon for curses/magic items?)
15- IMPORTANT:_ map feedback... e.g. when clicking on it 15 maybe drag&drop, otherwise two containers side-by-side makes little sense.
16- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 16 show player weight/max weight in inventory
17- IMPORTANT: '.' in map should repeat last command 17 offer common options such as use_skill sense xxx etc. in inventory via menu?
18- important: center and improve dialogs (create cFClient::UI::Dialog) 18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
19- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 19- notebook should provide a visual feedback (support form button class?)
20- IMPORTANT: inventory update must be incremental (too slow) (really? check) 20- IMPORTANT: store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
21- IMPORTANT: user interface (window positions etc.) should be saved, but 21- skill page in playerbook
22 b) widget layout is nontrivial as to not obscure map 22- enable autopickup/disable in right-click menĂ¼ for map
23 c) need better way to center map then middle-button, maybe map overview 23- help window close button
24 (but updates will be slow UPDATE updates are not at all slow). 24- floorbox should show currently open container
25- IMPORTANT: animate faces in inventory etc. 25- make simple inventory filters: most recently added/changed, normal, only unlocked
26- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- IMPORTANT: verify and correct connection-dependent texture management 27- minor: skill list which shows XP and lets u bind stuff
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, press quit)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
28 31
29should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, pressing login with connection refused, then close window)
32- flopper/menu imrpovement:
33 * things that are menus should act more like menus
34 * inmventory etc. should fade-in automatically when used
35- add menu itemds for inventory items: mark/inscribe etc.
36- remove wrap_mode hack from texture and make it a per-texture operation
37- enter runmode when cursor-key repeats
38- mapmap (overview) - scroll visible area by clicking/dragging 33- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings
35- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts.
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
40- but fullscreen => minimize (alt-esc) => no way to go back [windows]
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45
46post-1.0:
47- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49 affect neighbouring visible pixels (border bleeding).
50- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands
39- save only dirty cached maps, and save dirty maps != current map 52- save only dirty cached maps, and save dirty maps != current map
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
41- maybe move window managing functionality into toplevel
42- better window management (feedback)
43- look into extendedmapinfo 53- look into extendedmapinfo
44- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 54- completer should know more about arguments, e.g. cast summon pet monster,
45 55 or that some commands do not take arguments ("drop all").
46low priority: 56- sliders do not change size after reconfigure.
47- player list from server for tell etc. commands 57- enter runmode when cursor-key repeats (maybe not?)
48- examine etc., should use extendeddrawinfo or sth. similar 58- cairo/win32 looks like shit (premultiplied alpha bug?)
59 (despite horrendous efforts, this is likely not fixable except by building a custom
60 libcairo for win32).
61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
49- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
50- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
51- performance: use texture collections for upstream server data instead if gobs 63- performance: use texture collections for upstream server data instead if gobs
52 of small textures. 64 of small textures.
53- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
54 affect neighbouring visible pixels (border bleeding).
55- pango fontsize measure and decrease to achieve real pixel height
56 65
57TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
58- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
59 (i.e. one should be able to become hostile against guards but still 68 (i.e. one should be able to become hostile against guards but still
60 be peaceful - the palyer peaceful would be toggled by priests and shown 69 be peaceful - the palyer peaceful would be toggled by priests and shown
69 be an attack (mentioned before). You also get no exp for this 78 be an attack (mentioned before). You also get no exp for this
70- 10) (feature request): bug/typo/idea commands to automatically log 79- 10) (feature request): bug/typo/idea commands to automatically log
71 your comments, with the mentioning of the current map (and perhaps an 80 your comments, with the mentioning of the current map (and perhaps an
72 item, if you do 'bug <item>'). 81 item, if you do 'bug <item>').
73 82
83
84 #TODO#d# display texture cache
85 {
86 glEnable GL_TEXTURE_2D;
87 glBindTexture GL_TEXTURE_2D, 41;
88 glColor 1, 1, 1, 1;
89 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
90 glEnable GL_BLEND;
91 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
92 glBegin GL_QUADS;
93 glTexCoord 0,1; glVertex 0,0;
94 glTexCoord 1,1; glVertex 255,0;
95 glTexCoord 1,0; glVertex 255,255;
96 glTexCoord 0,0; glVertex 0,255;
97 glEnd;
98 glDisable GL_BLEND;
99 glDisable GL_TEXTURE_2D;
100 }
101
74set_face 4783 => 70 102set_face 4783 => 70
75libpng warning: Ignoring gAMA chunk with gamma=0 103libpng warning: Ignoring gAMA chunk with gamma=0
76allocating id 71 104allocating id 71
77OK 105OK
78set_face 4782 => 71 106set_face 4782 => 71
84allocating id 73 112allocating id 73
85OK 113OK
86set_face 4784 => 73 114set_face 4784 => 73
87libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
88 116
117 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.
118 /*first pass*/
119 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
120 glDepthMask(FALSE); /*disable Z buffer*/
121 if (premultpliedTransparency)
122 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
123 else
124 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
125 /*render the object here*/
126
127 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:
128 /*second pass*/
129 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130 glDepthMask(FALSE); /*disable Z buffer*/
131 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132 /*render the object with alpha replaced with 1-a*/
133
134 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:
135 /*third pass*/
136 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
137 glDepthMask(TRUE); /*enable Z buffer*/
138 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
139 /*render the object with alpha replaced with 1*/
140
141

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