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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.43 by root, Fri Apr 28 17:18:29 2006 UTC vs.
Revision 1.197 by root, Wed Jul 5 02:33:59 2006 UTC

1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html
3
1http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
2 5
312:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
412:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
7 10
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
9- IMPORTANT: slider should clip to valid range properly 12 => either using bg attribute, or something else. neither way is currently implementable, imho
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13 => or maybe using an extra icon for curses/magic items?)
11 a) switching modes clears/recreates all widgets (has to, as parameters 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
12 are not resolution-independent) 15 show player weight/max weight in inventory
13 b) widget layout is nontrivial as to not obscure map 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
14 c) need better way to center map then middle-button, maybe map overview 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
15 (but updates will be slow UPDATE updates are not at all slow). 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
16- IMPORTANT: animate faces in inventory etc. 19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20- the inventory needs separate scrollbars. unfortunately, that means
21 addign a manual scrollbar to the other panes (skills and spells :()
22- notebook should provide a visual feedback (support form button class?)
23- buttons should support hovering visually
24- experience change messages should include skill experience
25- skill page in playerbook
26- help window close button
27- floorbox should show currently open container
28- make simple inventory filters: most recently added/changed, normal, only unlocked
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- minor: skill list which shows XP and lets u bind stuff
31- experience
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit)
34- client sometimes crashes on Mapmenu=>Toggle autopickup
35- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
17 36
18should be solved/investitaged before release: 37should be solved/investigated before 1.0 release:
19- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 38- NPC dialog box should have close button which finishes the dialog
20 (after starting, pressing ogin with connection refused, then close window) 39- mapmap (overview) - scroll visible area by clicking/dragging
21- remove wrap_mode hack from texture and make it a per-texture operation 40- binding window and editor layout broken for long recordings => use scroller
22- enter runmode when cursor-key repeats 41- maybe open the help viewer on the first start, or a simple dialog that
23- mapmap (overview) 42 initially lists keybidings for gcfclient converts.
24 - scroll visible area 43- maybe support mb4/mb5 on selected widgets to facilitate scrolling
44 (inventory, spell list, messge log...) => marc
45- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
46- but fullscreen => minimize (alt-esc) => no way to go back [windows]
47- spell list => scroll down => "Pickup" => scrollbar not updated
48- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier?
50- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
51
52post-1.0:
53- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
54 (maybe sth. else causes the slowness, such as database?)
55- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
56- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
57 affect neighbouring visible pixels (border bleeding).
58- examine etc., should use extendeddrawinfo or sth. similar
59- player list from server for tell etc. commands
25- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
26- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 61- look into extendedmapinfo
27- mesa-rendering of textview shows only garbage and/or another texture 62- completer should know more about arguments, e.g. cast summon pet monster,
28- maybe move window managing functionality into toplevel 63 or that some commands do not take arguments ("drop all").
29- look into extendeddrawinfo and extendedmapinfo 64- sliders do not change size after reconfigure.
30 65- enter runmode when cursor-key repeats (maybe not?)
31low priority: 66- cairo/win32 looks like shit (premultiplied alpha bug?)
32- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 67 (despite horrendous efforts, this is likely not fixable except by building a custom
33- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 68 libcairo for win32).
69 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
34- performance: use texture collections for upstream server data instead if gobs 71- performance: use texture collections for upstream server data instead if gobs
35 of small textures. 72 of small textures.
36- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
37 affect neighbouring visible pixels (border bleeding).
38- pango fontsize measure and decrease to achieve real pixel height
39 73
40TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
41- palyer peaceful setting should be independen of game peaceful setting 76- palyer peaceful setting should be independen of game peaceful setting
42 (i.e. one should be able to become hostile against guards but still 77 (i.e. one should be able to become hostile against guards but still
43 be peaceful - the palyer peaceful would be toggled by priests and shown 78 be peaceful - the palyer peaceful would be toggled by priests and shown
44 in who, the game peaceful steting would be toggled by the peaceful command 79 in who, the game peaceful steting would be toggled by the peaceful command
45 but not otherwise shown). 80 but not otherwise shown).
46- run flawfinder on cf
47- disable old socket mode in server
48- implement suicide command for server
49- cavehippo wants hashstring to be changed to hash name
50- pippij wants playerstealing to work between hostile players 81- pippij wants playerstealing to work between hostile players
51- schmorp wants to rework the who output format
52- attempt_jump tries to kick jumped-into monster,s but doesn't work 82- attempt_jump tries to kick jumped-into monster,s but doesn't work
53- 1) If you hide, and someone can see you trying to hide, you'll get a 83- 1) If you hide, and someone can see you trying to hide, you'll get a
54 message, even when you can't see that other person. 84 message, even when you can't see that other person.
55- 2) hiding exp is always 1, independant of how difficult it is to hide 85- 2) hiding exp is always 1, independant of how difficult it is to hide
56- 3) jumping into monsters does no damage, even though it's supposed to 86- 3) jumping into monsters does no damage, even though it's supposed to
57 be an attack (mentioned before). You also get no exp for this 87 be an attack (mentioned before). You also get no exp for this
58- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
59 your comments, with the mentioning of the current map (and perhaps an 89 your comments, with the mentioning of the current map (and perhaps an
60 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
91
92
93 #TODO#d# display texture cache
94 {
95 glEnable GL_TEXTURE_2D;
96 glBindTexture GL_TEXTURE_2D, 41;
97 glColor 1, 1, 1, 1;
98 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
99 glEnable GL_BLEND;
100 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
101 glBegin GL_QUADS;
102 glTexCoord 0,1; glVertex 0,0;
103 glTexCoord 1,1; glVertex 255,0;
104 glTexCoord 1,0; glVertex 255,255;
105 glTexCoord 0,0; glVertex 0,255;
106 glEnd;
107 glDisable GL_BLEND;
108 glDisable GL_TEXTURE_2D;
109 }
61 110
62set_face 4783 => 70 111set_face 4783 => 70
63libpng warning: Ignoring gAMA chunk with gamma=0 112libpng warning: Ignoring gAMA chunk with gamma=0
64allocating id 71 113allocating id 71
65OK 114OK
72allocating id 73 121allocating id 73
73OK 122OK
74set_face 4784 => 73 123set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0 124libpng warning: Ignoring gAMA chunk with gamma=0
76 125
126 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.
127 /*first pass*/
128 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
129 glDepthMask(FALSE); /*disable Z buffer*/
130 if (premultpliedTransparency)
131 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
132 else
133 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
134 /*render the object here*/
135
136 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:
137 /*second pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(FALSE); /*disable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1-a*/
142
143 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:
144 /*third pass*/
145 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
146 glDepthMask(TRUE); /*enable Z buffer*/
147 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
148 /*render the object with alpha replaced with 1*/
149
150

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