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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.31 by root, Mon Apr 24 06:05:34 2006 UTC vs.
Revision 1.203 by root, Tue Jul 11 11:06:20 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
3- IMPORTANT: slider should clip to valid range properly 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPIMPIMP-ORA-ANT: history for commandline :) 712:17 <@schmorp> will have to do that for gce too
5- IMPORTANT: user interface (window positions etc.) should be saved, but 812:17 <@schmorp> remind me of it
6 a) switching modes clears/recreates all widgets (has to, as parameters 912:17 <@schmorp> qwhen i next bundle it
7 are not resolution-independent)
8 b) widget layout is nontrivial as to not obscure map
9 c) need better way to center map then middle-button, maybe map overview
10 (but updates will be slow UPDATE updates are not at all slow).
11 10
12- enter runmode when cursor-key repeats 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- mapmap (overview) 12 => either using bg attribute, or something else. neither way is currently implementable, imho
14 - convetr to real window 13 => or maybe using an extra icon for curses/magic items?)
15 - draw rectangle around visible area 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
16 - scroll visible area 15 show player weight/max weight in inventory
17 - make size configurable/reesizable 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
18- use real mapmap size in map caching, not hardcoded 250 size 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
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- IMPORTANT: character creation dialogs broken (stats window etc.): fix
23- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
24- the inventory needs separate scrollbars. unfortunately, that means
25 addign a manual scrollbar to the other panes (skills and spells :()
26- notebook should provide a visual feedback (support form button class?)
27- buttons should support hovering visually
28- experience change messages should include skill experience
29- skill page in playerbook (minor: skill list which shows XP and lets u bind stuff)
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- experience
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit)
36- client sometimes crashes on Mapmenu=>Toggle autopickup
37- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
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?
52- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
53
54post-1.0:
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
19- save only dirty cached maps, and save dirty maps != current map 62- save only dirty cached maps, and save dirty maps != current map
20- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 63- look into extendedmapinfo
21- the stats for the gauges which get into the stats_update function are somehow weird 64- completer should know more about arguments, e.g. cast summon pet monster,
22- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 65 or that some commands do not take arguments ("drop all").
23- message window layout broken (entry too small). 66- sliders do not change size after reconfigure.
24- mesa-rendering of textview shows only garbage and/or another texture 67- enter runmode when cursor-key repeats (maybe not?)
25- label needs "expected char width" 68- cairo/win32 looks like shit (premultiplied alpha bug?)
26- toplevel should enforce that windows always be partially visible 69 (despite horrendous efforts, this is likely not fixable except by building a custom
27- maybe move window managing functionality into toplevel 70 libcairo for win32).
28- look into extendeddrawinfo and extendedmapinfo 71 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
73- performance: use texture collections for upstream server data instead if gobs
74 of small textures.
29 75
30TEMPORARY SERVER TODO: 76TEMPORARY SERVER TODO:
31- run flawfinder on cf 77- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
32- disable old socket mode in server 78- palyer peaceful setting should be independen of game peaceful setting
33- implement suicide command for server 79 (i.e. one should be able to become hostile against guards but still
34- cavehippo wants hashstring to be changed to hash name 80 be peaceful - the palyer peaceful would be toggled by priests and shown
81 in who, the game peaceful steting would be toggled by the peaceful command
82 but not otherwise shown).
35- pippij wants playerstealing to work between hostile players 83- pippij wants playerstealing to work between hostile players
36- schmorp wants to rework the who output format
37- attempt_jump tries to kick jumped-into monster,s but doesn't work 84- attempt_jump tries to kick jumped-into monster,s but doesn't work
38- 1) If you hide, and someone can see you trying to hide, you'll get a 85- 1) If you hide, and someone can see you trying to hide, you'll get a
39 message, even when you can't see that other person. 86 message, even when you can't see that other person.
40- 2) hiding exp is always 1, independant of how difficult it is to hide 87- 2) hiding exp is always 1, independant of how difficult it is to hide
41- 3) jumping into monsters does no damage, even though it's supposed to 88- 3) jumping into monsters does no damage, even though it's supposed to
42 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
43- 10) (feature request): bug/typo/idea commands to automatically log 90- 10) (feature request): bug/typo/idea commands to automatically log
44 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
45 item, if you do 'bug <item>'). 92 item, if you do 'bug <item>').
46 93
47"workarounded" but not solved: 94
48(- IMPORTANT: move widgets to integer coordinates - fix containers!) 95 #TODO#d# display texture cache
49(- pango fontsize measure and decrease to achieve real pixel height) 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 }
50 112
51set_face 4783 => 70 113set_face 4783 => 70
52libpng warning: Ignoring gAMA chunk with gamma=0 114libpng warning: Ignoring gAMA chunk with gamma=0
53allocating id 71 115allocating id 71
54OK 116OK
61allocating id 73 123allocating id 73
62OK 124OK
63set_face 4784 => 73 125set_face 4784 => 73
64libpng warning: Ignoring gAMA chunk with gamma=0 126libpng warning: Ignoring gAMA chunk with gamma=0
65 127
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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