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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.42 by root, Fri Apr 28 09:22:00 2006 UTC vs.
Revision 1.200 by root, Wed Jul 5 03:01:01 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- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419.
21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
23- the inventory needs separate scrollbars. unfortunately, that means
24 addign a manual scrollbar to the other panes (skills and spells :()
25- notebook should provide a visual feedback (support form button class?)
26- buttons should support hovering visually
27- experience change messages should include skill experience
28- skill page in playerbook
29- help window close button
30- floorbox should show currently open container
31- make simple inventory filters: most recently added/changed, normal, only unlocked
32- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33- minor: skill list which shows XP and lets u bind stuff
34- experience
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit)
37- client sometimes crashes on Mapmenu=>Toggle autopickup
38- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
17 39
18should be solved/investitaged before release: 40should be solved/investigated before 1.0 release:
19- remove wrap_mode hack from texture and make it a per-texture operation 41- NPC dialog box should have close button which finishes the dialog
20- enter runmode when cursor-key repeats 42- mapmap (overview) - scroll visible area by clicking/dragging
21- mapmap (overview) 43- binding window and editor layout broken for long recordings => use scroller
22 - scroll visible area 44- maybe open the help viewer on the first start, or a simple dialog that
45 initially lists keybidings for gcfclient converts.
46- maybe support mb4/mb5 on selected widgets to facilitate scrolling
47 (inventory, spell list, messge log...) => marc
48- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
49- but fullscreen => minimize (alt-esc) => no way to go back [windows]
50- spell list => scroll down => "Pickup" => scrollbar not updated
51- what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
54
55post-1.0:
56- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
57 (maybe sth. else causes the slowness, such as database?)
58- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
60 affect neighbouring visible pixels (border bleeding).
61- examine etc., should use extendeddrawinfo or sth. similar
62- player list from server for tell etc. commands
23- save only dirty cached maps, and save dirty maps != current map 63- save only dirty cached maps, and save dirty maps != current map
24- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 64- look into extendedmapinfo
25- mesa-rendering of textview shows only garbage and/or another texture 65- completer should know more about arguments, e.g. cast summon pet monster,
26- maybe move window managing functionality into toplevel 66 or that some commands do not take arguments ("drop all").
27- look into extendeddrawinfo and extendedmapinfo 67- sliders do not change size after reconfigure.
28 68- enter runmode when cursor-key repeats (maybe not?)
29low priority: 69- cairo/win32 looks like shit (premultiplied alpha bug?)
30- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 70 (despite horrendous efforts, this is likely not fixable except by building a custom
31- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 71 libcairo for win32).
72 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
73- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
32- performance: use texture collections for upstream server data instead if gobs 74- performance: use texture collections for upstream server data instead if gobs
33 of small textures. 75 of small textures.
34- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35 affect neighbouring visible pixels (border bleeding).
36- pango fontsize measure and decrease to achieve real pixel height
37 76
38TEMPORARY SERVER TODO: 77TEMPORARY SERVER TODO:
78- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
39- palyer peaceful setting should be independen of game peaceful setting 79- palyer peaceful setting should be independen of game peaceful setting
40 (i.e. one should be able to become hostile against guards but still 80 (i.e. one should be able to become hostile against guards but still
41 be peaceful - the palyer peaceful would be toggled by priests and shown 81 be peaceful - the palyer peaceful would be toggled by priests and shown
42 in who, the game peaceful steting would be toggled by the peaceful command 82 in who, the game peaceful steting would be toggled by the peaceful command
43 but not otherwise shown). 83 but not otherwise shown).
44- run flawfinder on cf
45- disable old socket mode in server
46- implement suicide command for server
47- cavehippo wants hashstring to be changed to hash name
48- pippij wants playerstealing to work between hostile players 84- pippij wants playerstealing to work between hostile players
49- schmorp wants to rework the who output format
50- attempt_jump tries to kick jumped-into monster,s but doesn't work 85- attempt_jump tries to kick jumped-into monster,s but doesn't work
51- 1) If you hide, and someone can see you trying to hide, you'll get a 86- 1) If you hide, and someone can see you trying to hide, you'll get a
52 message, even when you can't see that other person. 87 message, even when you can't see that other person.
53- 2) hiding exp is always 1, independant of how difficult it is to hide 88- 2) hiding exp is always 1, independant of how difficult it is to hide
54- 3) jumping into monsters does no damage, even though it's supposed to 89- 3) jumping into monsters does no damage, even though it's supposed to
55 be an attack (mentioned before). You also get no exp for this 90 be an attack (mentioned before). You also get no exp for this
56- 10) (feature request): bug/typo/idea commands to automatically log 91- 10) (feature request): bug/typo/idea commands to automatically log
57 your comments, with the mentioning of the current map (and perhaps an 92 your comments, with the mentioning of the current map (and perhaps an
58 item, if you do 'bug <item>'). 93 item, if you do 'bug <item>').
94
95
96 #TODO#d# display texture cache
97 {
98 glEnable GL_TEXTURE_2D;
99 glBindTexture GL_TEXTURE_2D, 41;
100 glColor 1, 1, 1, 1;
101 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
102 glEnable GL_BLEND;
103 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
104 glBegin GL_QUADS;
105 glTexCoord 0,1; glVertex 0,0;
106 glTexCoord 1,1; glVertex 255,0;
107 glTexCoord 1,0; glVertex 255,255;
108 glTexCoord 0,0; glVertex 0,255;
109 glEnd;
110 glDisable GL_BLEND;
111 glDisable GL_TEXTURE_2D;
112 }
59 113
60set_face 4783 => 70 114set_face 4783 => 70
61libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
62allocating id 71 116allocating id 71
63OK 117OK
70allocating id 73 124allocating id 73
71OK 125OK
72set_face 4784 => 73 126set_face 4784 => 73
73libpng warning: Ignoring gAMA chunk with gamma=0 127libpng warning: Ignoring gAMA chunk with gamma=0
74 128
129 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.
130 /*first pass*/
131 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 if (premultpliedTransparency)
134 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
135 else
136 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
137 /*render the object here*/
138
139 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:
140 /*second pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(FALSE); /*disable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1-a*/
145
146 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:
147 /*third pass*/
148 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
149 glDepthMask(TRUE); /*enable Z buffer*/
150 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
151 /*render the object with alpha replaced with 1*/
152
153

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