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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.29 by root, Mon Apr 24 02:41:47 2006 UTC vs.
Revision 1.214 by elmex, Sat Jul 22 12:18:01 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- IMPORTANT: negative grace points look weird in gauge 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPORTANT: grace points > max grace should be displayed properly (different texture sets?) 712:17 <@schmorp> will have to do that for gce too
5- IMPORTANT: slider should clip to valid range properly 812:17 <@schmorp> remind me of it
6- IMPIMPIMP-ORA-ANT: history for commandline :) 912:17 <@schmorp> qwhen i next bundle it
7- IMPORTANT: user interface (window positions etc.) should be saved, but
8 a) switching modes clears/recreates all widgets (has to, as parameters
9 are not resolution-independent)
10 b) widget layout is nontrivial as to not obscure map
11 c) need better way to center map then middle-button, maybe map overview
12 (but updates will be slow UPDATE updates are not at all slow).
13 10
14- enter runmode when cursor-key repeats 11- PANGO: create upstream-patch for inclusion into pango
15- mapmap (overview) 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
16 - convetr to real window 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
17 - draw rectangle around visible area 14
18 - scroll visible area 15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
19 - make size configurable/reesizable 16- spells ordering for complete different for different users (maybe stored in hash?)
20- use real mapmap size in map caching, not hardcoded 250 size 17- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
18 => either using bg attribute, or something else. neither way is currently implementable, imho
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!!!!!!!!!!!!!!!!!!
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit)
38- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
39
40should be solved/investigated before 1.0 release:
41- playerbook/skills should have sensible tooltips with skill descriptions
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?
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
21- save only dirty cached maps, and save dirty maps != current map 65- save only dirty cached maps, and save dirty maps != current map
22- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 66- look into extendedmapinfo
23- the stats for the gauges which get into the stats_update function are somehow weird 67- completer should know more about arguments, e.g. cast summon pet monster,
24- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 68 or that some commands do not take arguments ("drop all").
25- message window layout broken (entry too small). 69- sliders do not change size after reconfigure.
26- mesa-rendering of textview shows only garbage and/or another texture 70- enter runmode when cursor-key repeats (maybe not?)
27- label needs "expected char width" 71- cairo/win32 looks like shit (premultiplied alpha bug?)
28- toplevel should enforce that windows always be partially visible 72 (despite horrendous efforts, this is likely not fixable except by building a custom
29- maybe move window managing functionality into toplevel 73 libcairo for win32).
74 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
75- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
76- performance: use texture collections for upstream server data instead if gobs
77 of small textures.
30 78
31TEMPORARY SERVER TODO: 79TEMPORARY SERVER TODO:
32- run flawfinder on cf 80- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
33- disable old socket mode in server 81- palyer peaceful setting should be independen of game peaceful setting
34- implement suicide command for server 82 (i.e. one should be able to become hostile against guards but still
35- cavehippo wants hashstring to be changed to hash name 83 be peaceful - the palyer peaceful would be toggled by priests and shown
84 in who, the game peaceful steting would be toggled by the peaceful command
85 but not otherwise shown).
36- pippij wants playerstealing to work between hostile players 86- pippij wants playerstealing to work between hostile players
37- schmorp wants to rework the who output format
38- attempt_jump tries to kick jumped-into monster,s but doesn't work 87- attempt_jump tries to kick jumped-into monster,s but doesn't work
39- 1) If you hide, and someone can see you trying to hide, you'll get a 88- 1) If you hide, and someone can see you trying to hide, you'll get a
40 message, even when you can't see that other person. 89 message, even when you can't see that other person.
41- 2) hiding exp is always 1, independant of how difficult it is to hide 90- 2) hiding exp is always 1, independant of how difficult it is to hide
42- 3) jumping into monsters does no damage, even though it's supposed to 91- 3) jumping into monsters does no damage, even though it's supposed to
43 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
44- 10) (feature request): bug/typo/idea commands to automatically log 93- 10) (feature request): bug/typo/idea commands to automatically log
45 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
46 item, if you do 'bug <item>'). 95 item, if you do 'bug <item>').
47 96
48"workarounded" but not solved: 97
49(- IMPORTANT: move widgets to integer coordinates - fix containers!) 98 #TODO#d# display texture cache
50(- pango fontsize measure and decrease to achieve real pixel height) 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 }
51 115
52set_face 4783 => 70 116set_face 4783 => 70
53libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
54allocating id 71 118allocating id 71
55OK 119OK
62allocating id 73 126allocating id 73
63OK 127OK
64set_face 4784 => 73 128set_face 4784 => 73
65libpng warning: Ignoring gAMA chunk with gamma=0 129libpng warning: Ignoring gAMA chunk with gamma=0
66 130
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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