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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.21 by root, Tue Apr 18 21:34:02 2006 UTC vs.
Revision 1.199 by root, Wed Jul 5 02:54:23 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- IMPIMPIMP-ORA-ANT: history for commandline :) 612:17 <@schmorp> i do list all libs manually for pclient
4- enter runmode when cursor-key repeats 712:17 <@schmorp> will have to do that for gce too
5- mapmap (overview) 812:17 <@schmorp> remind me of it
6 - convetr to real window 912:17 <@schmorp> qwhen i next bundle it
7 - draw rectangle around visible area 10
8 - scroll visible area 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
9 - make size configurable/reesizable 12 => either using bg attribute, or something else. neither way is currently implementable, imho
10- use real mapmap size in map caching, not hardcoded 250 size 13 => or maybe using an extra icon for curses/magic items?)
14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15 show player weight/max weight in inventory
16 offer common options such as use_skill sense xxx etc. in inventory via menu?
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- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
23- labels in gauges no longer aligned center after font rendering change
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
30- help window close button
31- floorbox should show currently open container
32- make simple inventory filters: most recently added/changed, normal, only unlocked
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- minor: skill list which shows XP and lets u bind stuff
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
40
41should be solved/investigated before 1.0 release:
42- NPC dialog box should have close button which finishes the dialog
43- mapmap (overview) - scroll visible area by clicking/dragging
44- binding window and editor layout broken for long recordings => use scroller
45- maybe open the help viewer on the first start, or a simple dialog that
46 initially lists keybidings for gcfclient converts.
47- maybe support mb4/mb5 on selected widgets to facilitate scrolling
48 (inventory, spell list, messge log...) => marc
49- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
50- but fullscreen => minimize (alt-esc) => no way to go back [windows]
51- spell list => scroll down => "Pickup" => scrollbar not updated
52- what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier?
54- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
55
56post-1.0:
57- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
58 (maybe sth. else causes the slowness, such as database?)
59- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding).
62- examine etc., should use extendeddrawinfo or sth. similar
63- player list from server for tell etc. commands
11- save only dirty cached maps, and save dirty maps != current map 64- save only dirty cached maps, and save dirty maps != current map
12- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 65- look into extendedmapinfo
13- the stats for the gauges which get into the stats_update function are somehow weird 66- completer should know more about arguments, e.g. cast summon pet monster,
14- IMPORTANT: map scroll darken code does not work 67 or that some commands do not take arguments ("drop all").
15- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 68- sliders do not change size after reconfigure.
16- message window layout broken (entry too small). 69- enter runmode when cursor-key repeats (maybe not?)
17- mesa-rendering of textview shows only garbage and/or another texture 70- cairo/win32 looks like shit (premultiplied alpha bug?)
18- IMPORTANT: user interface (window positions etc.) should be saved, but 71 (despite horrendous efforts, this is likely not fixable except by building a custom
19 a) switching modes clears/recreates all widgets (has to, as parameters 72 libcairo for win32).
20 are not resolution-independent) 73 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
21 b) widget layout is nontrivial as to not obscure map 74- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
22 c) need better way to center map then middle-button, maybe map overview 75- performance: use texture collections for upstream server data instead if gobs
23 (but updates will be slow UPDATE updates are not at all slow). 76 of small textures.
24- labels are generally shown too small
25- labels have an extra " " at the end that affects size calculations(?)
26- label needs "expected char width"
27- make font description copy: font size changes hurt A LOT (really?)
28- toplevel should enforce that windows always be partially visible
29- maybe move window managing functionality into toplevel
30 77
31- cavehippo wants hashstring to be changed to hash name 78TEMPORARY SERVER TODO:
79- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
80- palyer peaceful setting should be independen of game peaceful setting
81 (i.e. one should be able to become hostile against guards but still
82 be peaceful - the palyer peaceful would be toggled by priests and shown
83 in who, the game peaceful steting would be toggled by the peaceful command
84 but not otherwise shown).
32- pippij wants playerstealing to work between hostile players 85- pippij wants playerstealing to work between hostile players
33- schmorp wants to rework the who output format 86- attempt_jump tries to kick jumped-into monster,s but doesn't work
87- 1) If you hide, and someone can see you trying to hide, you'll get a
88 message, even when you can't see that other person.
89- 2) hiding exp is always 1, independant of how difficult it is to hide
90- 3) jumping into monsters does no damage, even though it's supposed to
91 be an attack (mentioned before). You also get no exp for this
92- 10) (feature request): bug/typo/idea commands to automatically log
93 your comments, with the mentioning of the current map (and perhaps an
94 item, if you do 'bug <item>').
34 95
35"workarounded" but not solved: 96
36(- IMPORTANT: move widgets to integer coordinates - fix containers!) 97 #TODO#d# display texture cache
37(- pango fontsize measure and decrease to achieve real pixel height) 98 {
99 glEnable GL_TEXTURE_2D;
100 glBindTexture GL_TEXTURE_2D, 41;
101 glColor 1, 1, 1, 1;
102 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103 glEnable GL_BLEND;
104 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105 glBegin GL_QUADS;
106 glTexCoord 0,1; glVertex 0,0;
107 glTexCoord 1,1; glVertex 255,0;
108 glTexCoord 1,0; glVertex 255,255;
109 glTexCoord 0,0; glVertex 0,255;
110 glEnd;
111 glDisable GL_BLEND;
112 glDisable GL_TEXTURE_2D;
113 }
38 114
39set_face 4783 => 70 115set_face 4783 => 70
40libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
41allocating id 71 117allocating id 71
42OK 118OK
49allocating id 73 125allocating id 73
50OK 126OK
51set_face 4784 => 73 127set_face 4784 => 73
52libpng warning: Ignoring gAMA chunk with gamma=0 128libpng warning: Ignoring gAMA chunk with gamma=0
53 129
130 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.
131 /*first pass*/
132 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 if (premultpliedTransparency)
135 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
136 else
137 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
138 /*render the object here*/
139
140 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:
141 /*second pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(FALSE); /*disable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1-a*/
146
147 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:
148 /*third pass*/
149 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
150 glDepthMask(TRUE); /*enable Z buffer*/
151 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
152 /*render the object with alpha replaced with 1*/
153
154

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