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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.73 by root, Tue May 23 21:14:41 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12 (maybe also for floorbox) 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 13 => or maybe using an extra icon for curses/magic items?)
14- IMPORTANT: lose/regain mapping might clear messgae log 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15 (maybe this happens when its being updated when the window isn't mapped => no 15 show player weight/max weight in inventory
16 window context?) 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17 (this might be fixed now, watch out for it) 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT:_ map feedback... e.g. when clicking on it 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20- IMPORTANT: '.' in map should repeat last command 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: center and improve dialogs (create cFClient::UI::Dialog) 21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22- IMPORTANT: user interface (window positions etc.) should be saved, but 22- IMPORTANT: character creation dialogs broken (stats window etc.): fix
23 b) widget layout is nontrivial as to not obscure map 23- IMPORTANT: fullscreen-toggle does not toggle checkbox
24 c) need better way to center map then middle-button, maybe map overview 24- close completer when connection dies
25 (but updates will be slow UPDATE updates are not at all slow). 25- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
26- IMPORTANT: verify and correct connection-dependent texture management 26- the inventory needs separate scrollbars. unfortunately, that means
27- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise 27 addign a manual scrollbar to the other panes (skills and spells :()
28- IMPORTANT: message log slider goes too far down. 28- notebook should provide a visual feedback (support form button class?)
29- IMPORTANT: focus mapwidget on login 29- buttons should support hovering visually
30- IMPORTANT: font reconfigure works very badly. 30- experience change messages should include skill experience
31- minor: skill list which lets u bind stuff
32- floorbox should show currently open container
33- make simple inventory filters: most recently added/changed, normal, only unlocked
34- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35- experience
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit)
38- client sometimes crashes on Mapmenu=>Toggle autopickup
39- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
31 40
32should be solved/investitaged before release: 41should be solved/investigated before 1.0 release:
33- auto-download of all faces from the server in the bg. 42- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
34- many sliders should have labels attached. 43- NPC dialog box should have close button which finishes the dialog
35- widgets need to know about their visibility. the inventory 44- mapmap (overview) - scroll visible area by clicking/dragging
36 completely redraws itself on every animation change, even when its not visible. 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?
55- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
56
57post-1.0:
58- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
59 (maybe sth. else causes the slowness, such as database?)
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
67- completer should know more about arguments, e.g. cast summon pet monster,
68 or that some commands do not take arguments ("drop all").
69- sliders do not change size after reconfigure.
70- enter runmode when cursor-key repeats (maybe not?)
37- cairo/win32 looks like shit (premultiplied alpha bug?) 71- cairo/win32 looks like shit (premultiplied alpha bug?)
38- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 72 (despite horrendous efforts, this is likely not fixable except by building a custom
39 (after starting, pressing login with connection refused, then close window) 73 libcairo for win32).
40- flopper/menu imrpovement: 74 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
41 * things that are menus should act more like menus
42 * inmventory etc. should fade-in automatically when used
43- add menu itemds for inventory items: mark/inscribe etc.
44- remove wrap_mode hack from texture and make it a per-texture operation
45- enter runmode when cursor-key repeats
46- mapmap (overview) - scroll visible area by clicking/dragging
47- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
48- maybe move window managing functionality into toplevel
49- better window management (graphical feedback)
50
51low priority:
52- alt+2cursor == diagonal
53- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map
55- inventory update must be incremental (too slow) (really? check)
56- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands
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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