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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.100 by root, Wed May 31 07:13:50 2006 UTC vs.
Revision 1.214 by elmex, Sat Jul 22 12:18:01 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: do _not_ save the state of the inventory window 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: toplevel geometry is not respected on moves. 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- IMPORTANT: user_x/user_y for layout setting 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14- IMPORTANT: learning spells does not make them show up automatically in the completer?
15- IMPORTANT: statusbox update timer
16- IMPORTANT: statusbox tooltip must not go away on updates
17- IMPORTANT: history for completer (cursor-up)
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
19- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
20 (mostly fixed, but still there: displays list and texture uploads do not go well together)
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
23 b) widget layout is nontrivial as to not obscure map
24 c) need better way to center map then middle-button, maybe map overview
25 (but updates will be slow UPDATE updates are not at all slow).
26 14
27should be solved/investitaged before release: 15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
28- rethink message display in lower left corner 16- spells ordering for complete different for different users (maybe stored in hash?)
29- the inventory 17- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
30 completely redraws itself on every animation change, even when its not visible. 18 => either using bg attribute, or something else. neither way is currently implementable, imho
31- cairo/win32 looks like shit (premultiplied alpha bug?) 19 => or maybe using an extra icon for curses/magic items?)
20 maybe drag&drop, otherwise two containers side-by-side makes little sense.
21 show player weight/max weight in inventory
22 offer common options such as use_skill sense xxx etc. in inventory via menu?
23 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
24 make simple inventory filters: most recently added/changed, normal, only unlocked
25- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
26- 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.
27- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
28- all dialogs should be closable with "Esc"
29- close completer when connection dies
30- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
31- notebook should provide a visual feedback (support from button class?)
32- buttons should support hovering visually
33- experience change messages should include skill experience
34- minor: skill list which lets u bind stuff
35- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit) 37 (after starting, press quit)
34- flopper/menu imrpovement: 38- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
35 * things that are menus should act more like menus 39
36 * inmventory etc. should fade-in automatically when used 40should be solved/investigated before 1.0 release:
37- add menu itemds for inventory items: mark/inscribe etc. 41- playerbook/skills should have sensible tooltips with skill descriptions
38- remove wrap_mode hack from texture and make it a per-texture operation 42- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
39- enter runmode when cursor-key repeats 43- NPC dialog box should have close button which finishes the dialog
40- mapmap (overview) - scroll visible area by clicking/dragging 44- mapmap (overview) - scroll visible area by clicking/dragging
41- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 45- binding window and editor layout broken for long recordings => use scroller
42- maybe move window managing functionality into toplevel 46- maybe open the help viewer on the first start, or a simple dialog that
43- better window management (graphical feedback) 47 initially lists keybidings for gcfclient converts.
44- the player weight somehow updates strangely when dropping/picking up 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.
45 56
46low priority: 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
47- 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,
48 or that some commands do not take arguments ("drop all"). 68 or that some commands do not take arguments ("drop all").
49- textview should not snap to bottom on resize. 69- sliders do not change size after reconfigure.
50- alt+cursor == diagonal 70- enter runmode when cursor-key repeats (maybe not?)
51- look into extendedmapinfo 71- cairo/win32 looks like shit (premultiplied alpha bug?)
52- 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
53- inventory update must be incremental (too slow) (really? check) 73 libcairo for win32).
54- try to synchronize local animation speed with server updates to save on screen refreshes. 74 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
55- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar
57- 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.).
58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
59- performance: use texture collections for upstream server data instead if gobs 76- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 77 of small textures.
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- pango fontsize measure and decrease to achieve real pixel height
64 78
65TEMPORARY SERVER TODO: 79TEMPORARY SERVER TODO:
80- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
66- palyer peaceful setting should be independen of game peaceful setting 81- palyer peaceful setting should be independen of game peaceful setting
67 (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
68 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
69 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
70 but not otherwise shown). 85 but not otherwise shown).
77 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
78- 10) (feature request): bug/typo/idea commands to automatically log 93- 10) (feature request): bug/typo/idea commands to automatically log
79 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
80 item, if you do 'bug <item>'). 95 item, if you do 'bug <item>').
81 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
82set_face 4783 => 70 116set_face 4783 => 70
83libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
84allocating id 71 118allocating id 71
85OK 119OK
86set_face 4782 => 71 120set_face 4782 => 71
92allocating id 73 126allocating id 73
93OK 127OK
94set_face 4784 => 73 128set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 129libpng warning: Ignoring gAMA chunk with gamma=0
96 130
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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