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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.41 by elmex, Thu Apr 27 08:55:34 2006 UTC vs.
Revision 1.209 by root, Sun Jul 16 23:30:07 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- the inventory needs separate scrollbars. unfortunately, that means
9- IMPORTANT: slider should clip to valid range properly 12 addign a manual scrollbar to the other panes (skills and spells :()
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
11 a) switching modes clears/recreates all widgets (has to, as parameters 14 => either using bg attribute, or something else. neither way is currently implementable, imho
12 are not resolution-independent) 15 => or maybe using an extra icon for curses/magic items?)
13 b) widget layout is nontrivial as to not obscure map 16 maybe drag&drop, otherwise two containers side-by-side makes little sense.
14 c) need better way to center map then middle-button, maybe map overview 17 show player weight/max weight in inventory
15 (but updates will be slow UPDATE updates are not at all slow). 18 offer common options such as use_skill sense xxx etc. in inventory via menu?
16- IMPORTANT: animate faces in inventory etc. 19 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
20 make simple inventory filters: most recently added/changed, normal, only unlocked
21- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
22- 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.
23- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
24- all dialogs should be closable with "Esc"
25- close completer when connection dies
26- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
27- notebook should provide a visual feedback (support from button class?)
28- buttons should support hovering visually
29- experience change messages should include skill experience
30- minor: skill list which lets u bind stuff
31- floorbox should show currently open container
32- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit)
35- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
17 36
18- remove wrap_mode hack from texture and make it a per-texture operation 37should be solved/investigated before 1.0 release:
19- enter runmode when cursor-key repeats 38- playerbook/skills should have sensible tooltips with skill descriptions
20- mapmap (overview) 39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
21 - convetr to real window 40- NPC dialog box should have close button which finishes the dialog
22 - draw rectangle around visible area 41- mapmap (overview) - scroll visible area by clicking/dragging
23 - scroll visible area 42- binding window and editor layout broken for long recordings => use scroller
24 - make size configurable/reesizable 43- maybe open the help viewer on the first start, or a simple dialog that
25- use real mapmap size in map caching, not hardcoded 250 size 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
26- save only dirty cached maps, and save dirty maps != current map 62- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 63- look into extendedmapinfo
28- 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,
29- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 65 or that some commands do not take arguments ("drop all").
30- message window layout broken (entry too small). 66- sliders do not change size after reconfigure.
31- mesa-rendering of textview shows only garbage and/or another texture 67- enter runmode when cursor-key repeats (maybe not?)
32- label needs "expected char width" 68- cairo/win32 looks like shit (premultiplied alpha bug?)
33- toplevel should enforce that windows always be partially visible 69 (despite horrendous efforts, this is likely not fixable except by building a custom
34- maybe move window managing functionality into toplevel 70 libcairo for win32).
35- look into extendeddrawinfo and extendedmapinfo 71 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
36- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
37- performance: use texture collections for upstream server data instead if gobs 73- performance: use texture collections for upstream server data instead if gobs
38 of small textures. 74 of small textures.
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 affect neighbouring visible pixels (border bleeding).
41 75
42TEMPORARY SERVER TODO: 76TEMPORARY SERVER TODO:
77- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
43- palyer peaceful setting should be independen of game peaceful setting 78- palyer peaceful setting should be independen of game peaceful setting
44 (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
45 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
46 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
47 but not otherwise shown). 82 but not otherwise shown).
48- run flawfinder on cf
49- disable old socket mode in server
50- implement suicide command for server
51- cavehippo wants hashstring to be changed to hash name
52- pippij wants playerstealing to work between hostile players 83- pippij wants playerstealing to work between hostile players
53- schmorp wants to rework the who output format
54- 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
55- 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
56 message, even when you can't see that other person. 86 message, even when you can't see that other person.
57- 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
58- 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
59 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
60- 10) (feature request): bug/typo/idea commands to automatically log 90- 10) (feature request): bug/typo/idea commands to automatically log
61 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
62 item, if you do 'bug <item>'). 92 item, if you do 'bug <item>').
63 93
64"workarounded" but not solved: 94
65(- IMPORTANT: move widgets to integer coordinates - fix containers!) 95 #TODO#d# display texture cache
66(- 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 }
67 112
68set_face 4783 => 70 113set_face 4783 => 70
69libpng warning: Ignoring gAMA chunk with gamma=0 114libpng warning: Ignoring gAMA chunk with gamma=0
70allocating id 71 115allocating id 71
71OK 116OK
78allocating id 73 123allocating id 73
79OK 124OK
80set_face 4784 => 73 125set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 126libpng warning: Ignoring gAMA chunk with gamma=0
82 127
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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