ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.64 by root, Fri May 19 03:49:47 2006 UTC vs.
Revision 1.197 by root, Wed Jul 5 02:33:59 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: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12 (maybe this happens when its being updated when the window isn't mapped => no 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13 window context?) 13 => or maybe using an extra icon for curses/magic items?)
14- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15- IMPORTANT:_ map feedback... e.g. when clicking on it 15 show player weight/max weight in inventory
16- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17- IMPORTANT: '.' in map should repeat last command 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- important: center and improve dialogs (create cFClient::UI::Dialog) 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20- IMPORTANT: inventory update must be incremental (too slow) (really? check) 20- the inventory needs separate scrollbars. unfortunately, that means
21- IMPORTANT: user interface (window positions etc.) should be saved, but 21 addign a manual scrollbar to the other panes (skills and spells :()
22 b) widget layout is nontrivial as to not obscure map 22- notebook should provide a visual feedback (support form button class?)
23 c) need better way to center map then middle-button, maybe map overview 23- buttons should support hovering visually
24 (but updates will be slow UPDATE updates are not at all slow). 24- experience change messages should include skill experience
25- IMPORTANT: animate faces in inventory etc. 25- skill page in playerbook
26- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 26- help window close button
27- IMPORTANT: verify and correct connection-dependent texture management 27- floorbox should show currently open container
28- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise 28- make simple inventory filters: most recently added/changed, normal, only unlocked
29- IMPORTANT: message log slider goes too far down. 29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- IMPORTANT: focus mapwidget on login 30- minor: skill list which shows XP and lets u bind stuff
31- IMPORTANT: font reconfigure works very badly. 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
32 36
33should be solved/investitaged before release: 37should be solved/investigated before 1.0 release:
38- NPC dialog box should have close button which finishes the dialog
39- mapmap (overview) - scroll visible area by clicking/dragging
40- binding window and editor layout broken for long recordings => use scroller
41- maybe open the help viewer on the first start, or a simple dialog that
42 initially lists keybidings for gcfclient converts.
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
60- save only dirty cached maps, and save dirty maps != current map
61- look into extendedmapinfo
62- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all").
64- sliders do not change size after reconfigure.
65- enter runmode when cursor-key repeats (maybe not?)
34- cairo/win32 looks like shit (premultiplied alpha bug?) 66- cairo/win32 looks like shit (premultiplied alpha bug?)
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 67 (despite horrendous efforts, this is likely not fixable except by building a custom
36 (after starting, pressing login with connection refused, then close window) 68 libcairo for win32).
37- flopper/menu imrpovement: 69 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
38 * things that are menus should act more like menus
39 * inmventory etc. should fade-in automatically when used
40- add menu itemds for inventory items: mark/inscribe etc.
41- remove wrap_mode hack from texture and make it a per-texture operation
42- enter runmode when cursor-key repeats
43- mapmap (overview) - scroll visible area by clicking/dragging
44- save only dirty cached maps, and save dirty maps != current map
45- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- maybe move window managing functionality into toplevel
47- better window management (feedback)
48- look into extendedmapinfo
49- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
50
51low priority:
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.). 70- 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 71- performance: use texture collections for upstream server data instead if gobs
57 of small textures. 72 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 73
62TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
75- 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 76- palyer peaceful setting should be independen of game peaceful setting
64 (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
65 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
66 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
67 but not otherwise shown). 80 but not otherwise shown).
74 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
75- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
76 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
77 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
78 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 }
110
79set_face 4783 => 70 111set_face 4783 => 70
80libpng warning: Ignoring gAMA chunk with gamma=0 112libpng warning: Ignoring gAMA chunk with gamma=0
81allocating id 71 113allocating id 71
82OK 114OK
83set_face 4782 => 71 115set_face 4782 => 71
89allocating id 73 121allocating id 73
90OK 122OK
91set_face 4784 => 73 123set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0 124libpng warning: Ignoring gAMA chunk with gamma=0
93 125
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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines