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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.117 by root, Sat Jun 3 22:20:51 2006 UTC vs.
Revision 1.207 by elmex, Fri Jul 14 17:35:34 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: invite (and maybe others) _need_ to be documented 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- IMPORTANT: message log window often loses contents after refreshes/res switches 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13 (m,aybe not, maybe after loging out and in again?) 13 => or maybe using an extra icon for curses/magic items?)
14- IMPORTANT: toplevel geometry is not respected on moves. 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15- IMPORTANT: statusbox update timer 15 show player weight/max weight in inventory
16- IMPORTANT: statusbox tooltip must not go away on updates 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17- IMPORTANT: history for completer (cursor-up) 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORTANT:_ map feedback... e.g. when clicking on it 19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20- IMPORTANT: stats window looks like shit initially (widget allocation?) 20- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419.
21 21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22- binding window and editor layout broken for long recordings 22- IMPORTANT: character creation dialogs broken (stats window etc.): fix
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 23- IMPORTANT: fullscreen-toggle does not toggle checkbox
24- close completer when connection dies
25- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
26- the inventory needs separate scrollbars. unfortunately, that means
27 addign a manual scrollbar to the other panes (skills and spells :()
28- notebook should provide a visual feedback (support form button class?)
29- buttons should support hovering visually
30- experience change messages should include skill experience
24- minor: skill list which shows XP and lets u bind stuff 31- minor: skill list which lets u bind stuff
25 32- floorbox should show currently open container
26should be solved/investitaged before release: 33- make simple inventory filters: most recently added/changed, normal, only unlocked
27- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 34- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
28 and add column titles (also for other tables like inventory and bindings) 35- experience
29- log messages received and commands sent to ~/.crossfire/log.$ip
30- the binding editor should have a append-record mode or something like that
31- rethink message display in lower left corner
32- cairo/win32 looks like shit (premultiplied alpha bug?)
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit) 37 (after starting, press quit)
35- flopper/menu imrpovement: 38- client sometimes crashes on Mapmenu=>Toggle autopickup
36 * things that are menus should act more like menus 39- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
37- better focus management: put focus onto active windows, remove it again later 40
41should be solved/investigated before 1.0 release:
42- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
43- NPC dialog box should have close button which finishes the dialog
44- mapmap (overview) - scroll visible area by clicking/dragging
45- binding window and editor layout broken for long recordings => use scroller
46- maybe open the help viewer on the first start, or a simple dialog that
47 initially lists keybidings for gcfclient converts.
48- maybe support mb4/mb5 on selected widgets to facilitate scrolling
49 (inventory, spell list, messge log...) => marc
50- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
51- but fullscreen => minimize (alt-esc) => no way to go back [windows]
52- spell list => scroll down => "Pickup" => scrollbar not updated
53- what happened to the dialog being shown when modifiers are pressed, showing
54 keybindings for this modifier?
38- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 55- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
39- enter runmode when cursor-key repeats (maybe not?)
40- mapmap (overview) - scroll visible area by clicking/dragging
41- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
42- maybe move window managing functionality into toplevel
43- better window management (graphical feedback)
44- the player weight somehow updates strangely when dropping/picking up
45 56
46low priority: 57post-1.0:
47- win32, fow_tetxure sometimes nukes other textures 58- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
48 (mostly fixed, but still there: displays list and texture uploads do not go well together) 59 (maybe sth. else causes the slowness, such as database?)
49- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 60- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
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- examine etc., should use extendeddrawinfo or sth. similar
64- player list from server for tell etc. commands
65- save only dirty cached maps, and save dirty maps != current map
66- look into extendedmapinfo
50- completer should know more about arguments, e.g. cast summon pet monster, 67- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all"). 68 or that some commands do not take arguments ("drop all").
52- textview should not snap to bottom on resize. 69- sliders do not change size after reconfigure.
53- alt+cursor == diagonal 70- enter runmode when cursor-key repeats (maybe not?)
54- look into extendedmapinfo 71- cairo/win32 looks like shit (premultiplied alpha bug?)
55- save only dirty cached maps, and save dirty maps != current map 72 (despite horrendous efforts, this is likely not fixable except by building a custom
56- try to synchronize local animation speed with server updates to save on screen refreshes. 73 libcairo for win32).
57- player list from server for tell etc. commands 74 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
58- examine etc., should use extendeddrawinfo or sth. similar
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 75- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
61- performance: use texture collections for upstream server data instead if gobs 76- performance: use texture collections for upstream server data instead if gobs
62 of small textures. 77 of small textures.
63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
64 affect neighbouring visible pixels (border bleeding).
65- pango fontsize measure and decrease to achieve real pixel height
66 78
67TEMPORARY SERVER TODO: 79TEMPORARY SERVER TODO:
80- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting 81- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 82 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown 83 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command 84 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown). 85 but not otherwise shown).
79 be an attack (mentioned before). You also get no exp for this 92 be an attack (mentioned before). You also get no exp for this
80- 10) (feature request): bug/typo/idea commands to automatically log 93- 10) (feature request): bug/typo/idea commands to automatically log
81 your comments, with the mentioning of the current map (and perhaps an 94 your comments, with the mentioning of the current map (and perhaps an
82 item, if you do 'bug <item>'). 95 item, if you do 'bug <item>').
83 96
97
98 #TODO#d# display texture cache
99 {
100 glEnable GL_TEXTURE_2D;
101 glBindTexture GL_TEXTURE_2D, 41;
102 glColor 1, 1, 1, 1;
103 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
104 glEnable GL_BLEND;
105 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
106 glBegin GL_QUADS;
107 glTexCoord 0,1; glVertex 0,0;
108 glTexCoord 1,1; glVertex 255,0;
109 glTexCoord 1,0; glVertex 255,255;
110 glTexCoord 0,0; glVertex 0,255;
111 glEnd;
112 glDisable GL_BLEND;
113 glDisable GL_TEXTURE_2D;
114 }
115
84set_face 4783 => 70 116set_face 4783 => 70
85libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
86allocating id 71 118allocating id 71
87OK 119OK
88set_face 4782 => 71 120set_face 4782 => 71
94allocating id 73 126allocating id 73
95OK 127OK
96set_face 4784 => 73 128set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0 129libpng warning: Ignoring gAMA chunk with gamma=0
98 130
131 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.
132 /*first pass*/
133 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
134 glDepthMask(FALSE); /*disable Z buffer*/
135 if (premultpliedTransparency)
136 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
137 else
138 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
139 /*render the object here*/
140
141 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:
142 /*second pass*/
143 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
144 glDepthMask(FALSE); /*disable Z buffer*/
145 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
146 /*render the object with alpha replaced with 1-a*/
147
148 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:
149 /*third pass*/
150 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
151 glDepthMask(TRUE); /*enable Z buffer*/
152 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
153 /*render the object with alpha replaced with 1*/
154
155

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