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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.68 by root, Mon May 22 01:28:06 2006 UTC vs.
Revision 1.194 by root, Wed Jul 5 00:23:06 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: skill-pod benutzen! 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- IMPORTANT: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13 (maybe also for floorbox) 13 => either using bg attribute, or something else. neither way is currently implementable, imho
14- IMPORTANT: quit-button, somewhere! 14 => or maybe using an extra icon for curses/magic items?)
15 * dialog, der warnt ein savebed aufzusuchen. 15 maybe drag&drop, otherwise two containers side-by-side makes little sense.
16- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 16 show player weight/max weight in inventory
17- IMPORTANT: lose/regain mapping might clear messgae log 17 offer common options such as use_skill sense xxx etc. in inventory via menu?
18 (maybe this happens when its being updated when the window isn't mapped => no 18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
19 window context?) 19- notebook should provide a visual feedback (support form button class?)
20- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 20- IMPORTANT: store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
21- IMPORTANT:_ map feedback... e.g. when clicking on it 21- skill page in playerbook
22- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 22- enable autopickup/disable in right-click menĂ¼ for map
23- IMPORTANT: '.' in map should repeat last command 23- help window close button
24- important: center and improve dialogs (create cFClient::UI::Dialog) 24- floorbox should show currently open container
25- IMPORTANT: user interface (window positions etc.) should be saved, but 25- make simple inventory filters: most recently added/changed, normal, only unlocked
26 b) widget layout is nontrivial as to not obscure map 26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27 c) need better way to center map then middle-button, maybe map overview 27- minor: skill list which shows XP and lets u bind stuff
28 (but updates will be slow UPDATE updates are not at all slow). 28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29- IMPORTANT: verify and correct connection-dependent texture management 29 (after starting, press quit)
30- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise 30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
31- IMPORTANT: message log slider goes too far down.
32- IMPORTANT: focus mapwidget on login
33- IMPORTANT: font reconfigure works very badly.
34 31
35should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
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
52- save only dirty cached maps, and save dirty maps != current map
53- look into extendedmapinfo
54- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all").
56- sliders do not change size after reconfigure.
57- enter runmode when cursor-key repeats (maybe not?)
36- cairo/win32 looks like shit (premultiplied alpha bug?) 58- cairo/win32 looks like shit (premultiplied alpha bug?)
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 59 (despite horrendous efforts, this is likely not fixable except by building a custom
38 (after starting, pressing login with connection refused, then close window) 60 libcairo for win32).
39- flopper/menu imrpovement: 61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
40 * things that are menus should act more like menus
41 * inmventory etc. should fade-in automatically when used
42- add menu itemds for inventory items: mark/inscribe etc.
43- remove wrap_mode hack from texture and make it a per-texture operation
44- enter runmode when cursor-key repeats
45- mapmap (overview) - scroll visible area by clicking/dragging
46- save only dirty cached maps, and save dirty maps != current map
47- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
48- maybe move window managing functionality into toplevel
49- better window management (feedback)
50- look into extendedmapinfo
51- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
52
53low priority:
54- inventory update must be incremental (too slow) (really? check)
55- try to synchronize local animation speed with server updates to save on screen refreshes.
56- player list from server for tell etc. commands
57- examine etc., should use extendeddrawinfo or sth. similar
58- 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.).
59- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
60- performance: use texture collections for upstream server data instead if gobs 63- performance: use texture collections for upstream server data instead if gobs
61 of small textures. 64 of small textures.
62- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
63 affect neighbouring visible pixels (border bleeding).
64- pango fontsize measure and decrease to achieve real pixel height
65 65
66TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
67- palyer peaceful setting should be independen of game peaceful setting 68- palyer peaceful setting should be independen of game peaceful setting
68 (i.e. one should be able to become hostile against guards but still 69 (i.e. one should be able to become hostile against guards but still
69 be peaceful - the palyer peaceful would be toggled by priests and shown 70 be peaceful - the palyer peaceful would be toggled by priests and shown
70 in who, the game peaceful steting would be toggled by the peaceful command 71 in who, the game peaceful steting would be toggled by the peaceful command
71 but not otherwise shown). 72 but not otherwise shown).
78 be an attack (mentioned before). You also get no exp for this 79 be an attack (mentioned before). You also get no exp for this
79- 10) (feature request): bug/typo/idea commands to automatically log 80- 10) (feature request): bug/typo/idea commands to automatically log
80 your comments, with the mentioning of the current map (and perhaps an 81 your comments, with the mentioning of the current map (and perhaps an
81 item, if you do 'bug <item>'). 82 item, if you do 'bug <item>').
82 83
84
85 #TODO#d# display texture cache
86 {
87 glEnable GL_TEXTURE_2D;
88 glBindTexture GL_TEXTURE_2D, 41;
89 glColor 1, 1, 1, 1;
90 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
91 glEnable GL_BLEND;
92 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
93 glBegin GL_QUADS;
94 glTexCoord 0,1; glVertex 0,0;
95 glTexCoord 1,1; glVertex 255,0;
96 glTexCoord 1,0; glVertex 255,255;
97 glTexCoord 0,0; glVertex 0,255;
98 glEnd;
99 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D;
101 }
102
83set_face 4783 => 70 103set_face 4783 => 70
84libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
85allocating id 71 105allocating id 71
86OK 106OK
87set_face 4782 => 71 107set_face 4782 => 71
93allocating id 73 113allocating id 73
94OK 114OK
95set_face 4784 => 73 115set_face 4784 => 73
96libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
97 117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142

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