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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.107 by root, Fri Jun 2 02:12:04 2006 UTC vs.
Revision 1.203 by root, Tue Jul 11 11:06:20 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: server list does not work, help window too small 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- IMPORTANT: where did the window titles go, damnit? 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: message log window often loses contents after refreshes/res switches 13 => or maybe using an extra icon for curses/magic items?)
14 (m,aybe not, maybe after loging out and in again?) 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15- IMPORTANT: toplevel geometry is not respected on moves. 15 show player weight/max weight in inventory
16- IMPORTANT: learning spells does not make them show up automatically in the completer? 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17- IMPORTANT: statusbox update timer 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: statusbox tooltip must not go away on updates 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORTANT: history for completer (cursor-up) 19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 20- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419.
21- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22 (mostly fixed, but still there: displays list and texture uploads do not go well together) 22- IMPORTANT: character creation dialogs broken (stats window etc.): fix
23- IMPORTANT:_ map feedback... e.g. when clicking on it 23- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
24- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) 24- the inventory needs separate scrollbars. unfortunately, that means
25 (remaining things to do: testing, seems not to work reliably?) 25 addign a manual scrollbar to the other panes (skills and spells :()
26 26- notebook should provide a visual feedback (support form button class?)
27should be solved/investitaged before release: 27- buttons should support hovering visually
28- log messages received and commands sent to ~/.crossfire/log.$ip 28- experience change messages should include skill experience
29- the binding editor should have a append-record mode or something like that 29- skill page in playerbook (minor: skill list which shows XP and lets u bind stuff)
30- rethink message display in lower left corner 30- floorbox should show currently open container
31- cairo/win32 looks like shit (premultiplied alpha bug?) 31- make simple inventory filters: most recently added/changed, normal, only unlocked
32- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33- experience
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit) 35 (after starting, press quit)
34- flopper/menu imrpovement: 36- client sometimes crashes on Mapmenu=>Toggle autopickup
35 * things that are menus should act more like menus 37- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
36- better focus management: put focus onto active windows, remove it again later 38
39should be solved/investigated before 1.0 release:
40- NPC dialog box should have close button which finishes the dialog
41- mapmap (overview) - scroll visible area by clicking/dragging
42- binding window and editor layout broken for long recordings => use scroller
43- maybe open the help viewer on the first start, or a simple dialog that
44 initially lists keybidings for gcfclient converts.
45- maybe support mb4/mb5 on selected widgets to facilitate scrolling
46 (inventory, spell list, messge log...) => marc
47- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
48- but fullscreen => minimize (alt-esc) => no way to go back [windows]
49- spell list => scroll down => "Pickup" => scrollbar not updated
50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 52- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38- enter runmode when cursor-key repeats (maybe not?)
39- mapmap (overview) - scroll visible area by clicking/dragging
40- 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 (graphical feedback)
43- the player weight somehow updates strangely when dropping/picking up
44 53
45low priority: 54post-1.0:
46- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 55- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
56 (maybe sth. else causes the slowness, such as database?)
57- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
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- examine etc., should use extendeddrawinfo or sth. similar
61- player list from server for tell etc. commands
62- save only dirty cached maps, and save dirty maps != current map
63- look into extendedmapinfo
47- completer should know more about arguments, e.g. cast summon pet monster, 64- completer should know more about arguments, e.g. cast summon pet monster,
48 or that some commands do not take arguments ("drop all"). 65 or that some commands do not take arguments ("drop all").
49- textview should not snap to bottom on resize. 66- sliders do not change size after reconfigure.
50- alt+cursor == diagonal 67- enter runmode when cursor-key repeats (maybe not?)
51- look into extendedmapinfo 68- cairo/win32 looks like shit (premultiplied alpha bug?)
52- save only dirty cached maps, and save dirty maps != current map 69 (despite horrendous efforts, this is likely not fixable except by building a custom
53- inventory update must be incremental (too slow) (really? check) 70 libcairo for win32).
54- try to synchronize local animation speed with server updates to save on screen refreshes. 71 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
55- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar
57- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
59- performance: use texture collections for upstream server data instead if gobs 73- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 74 of small textures.
61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
62 affect neighbouring visible pixels (border bleeding).
63- pango fontsize measure and decrease to achieve real pixel height
64 75
65TEMPORARY SERVER TODO: 76TEMPORARY SERVER TODO:
77- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
66- palyer peaceful setting should be independen of game peaceful setting 78- palyer peaceful setting should be independen of game peaceful setting
67 (i.e. one should be able to become hostile against guards but still 79 (i.e. one should be able to become hostile against guards but still
68 be peaceful - the palyer peaceful would be toggled by priests and shown 80 be peaceful - the palyer peaceful would be toggled by priests and shown
69 in who, the game peaceful steting would be toggled by the peaceful command 81 in who, the game peaceful steting would be toggled by the peaceful command
70 but not otherwise shown). 82 but not otherwise shown).
77 be an attack (mentioned before). You also get no exp for this 89 be an attack (mentioned before). You also get no exp for this
78- 10) (feature request): bug/typo/idea commands to automatically log 90- 10) (feature request): bug/typo/idea commands to automatically log
79 your comments, with the mentioning of the current map (and perhaps an 91 your comments, with the mentioning of the current map (and perhaps an
80 item, if you do 'bug <item>'). 92 item, if you do 'bug <item>').
81 93
94
95 #TODO#d# display texture cache
96 {
97 glEnable GL_TEXTURE_2D;
98 glBindTexture GL_TEXTURE_2D, 41;
99 glColor 1, 1, 1, 1;
100 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
101 glEnable GL_BLEND;
102 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
103 glBegin GL_QUADS;
104 glTexCoord 0,1; glVertex 0,0;
105 glTexCoord 1,1; glVertex 255,0;
106 glTexCoord 1,0; glVertex 255,255;
107 glTexCoord 0,0; glVertex 0,255;
108 glEnd;
109 glDisable GL_BLEND;
110 glDisable GL_TEXTURE_2D;
111 }
112
82set_face 4783 => 70 113set_face 4783 => 70
83libpng warning: Ignoring gAMA chunk with gamma=0 114libpng warning: Ignoring gAMA chunk with gamma=0
84allocating id 71 115allocating id 71
85OK 116OK
86set_face 4782 => 71 117set_face 4782 => 71
92allocating id 73 123allocating id 73
93OK 124OK
94set_face 4784 => 73 125set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 126libpng warning: Ignoring gAMA chunk with gamma=0
96 127
128 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.
129 /*first pass*/
130 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 if (premultpliedTransparency)
133 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
134 else
135 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
136 /*render the object here*/
137
138 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:
139 /*second pass*/
140 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
141 glDepthMask(FALSE); /*disable Z buffer*/
142 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
143 /*render the object with alpha replaced with 1-a*/
144
145 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:
146 /*third pass*/
147 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
148 glDepthMask(TRUE); /*enable Z buffer*/
149 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
150 /*render the object with alpha replaced with 1*/
151
152

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