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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.102 by elmex, Wed May 31 17:06:43 2006 UTC vs.
Revision 1.216 by root, Sat Jul 22 13:20:33 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: toplevel geometry is not respected on moves. 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: user_x/user_y for layout setting 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14- IMPORTANT: statusbox update timer
15- IMPORTANT: statusbox tooltip must not go away on updates
16- IMPORTANT: history for completer (cursor-up)
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
19 (mostly fixed, but still there: displays list and texture uploads do not go well together)
20- IMPORTANT:_ map feedback... e.g. when clicking on it
21- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
22 b) widget layout is nontrivial as to not obscure map
23 c) need better way to center map then middle-button, maybe map overview
24 (but updates will be slow UPDATE updates are not at all slow).
25 14
26should 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)
27- the binding editor should have a append-record mode or something like that 16- spells ordering completely different for different users (maybe stored in hash?)
28- rethink message display in lower left corner 17- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
29- the inventory 18 => either using bg attribute, or something else. neither way is currently implementable, imho
30 completely redraws itself on every animation change, even when its not visible. 19 => or maybe using an extra icon for curses/magic items?)
31- cairo/win32 looks like shit (premultiplied alpha bug?) 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: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
26- floorbox out-of-screen after resizing (schmorp)
27- inventoy window (and probably others) too large after resizing (schmorp)
28- skill book - tooltips with description and bind-to-key (schmorp)
29- all dialogs should be closable with "Esc"
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- minor: skill list which lets u bind stuff
34- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit) 36 (after starting, press quit)
34- flopper/menu imrpovement: 37- 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 38
36 * inmventory etc. should fade-in automatically when used 39should be solved/investigated before 1.0 release:
37- add menu itemds for inventory items: mark/inscribe etc. 40- playerbook/skills should have sensible tooltips with skill descriptions
38- remove wrap_mode hack from texture and make it a per-texture operation 41- 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 42- NPC dialog box should have close button which finishes the dialog
40- mapmap (overview) - scroll visible area by clicking/dragging 43- 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 44- binding window and editor layout broken for long recordings => use scroller
42- maybe move window managing functionality into toplevel 45- maybe open the help viewer on the first start, or a simple dialog that
43- better window management (graphical feedback) 46 initially lists keybidings for gcfclient converts.
44- the player weight somehow updates strangely when dropping/picking up 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.
45 55
46low priority: 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
64- save only dirty cached maps, and save dirty maps != current map
65- look into extendedmapinfo
47- completer should know more about arguments, e.g. cast summon pet monster, 66- completer should know more about arguments, e.g. cast summon pet monster,
48 or that some commands do not take arguments ("drop all"). 67 or that some commands do not take arguments ("drop all").
49- textview should not snap to bottom on resize. 68- sliders do not change size after reconfigure.
50- alt+cursor == diagonal 69- enter runmode when cursor-key repeats (maybe not?)
51- look into extendedmapinfo 70- cairo/win32 looks like shit (premultiplied alpha bug?)
52- save only dirty cached maps, and save dirty maps != current map 71 (despite horrendous efforts, this is likely not fixable except by building a custom
53- inventory update must be incremental (too slow) (really? check) 72 libcairo for win32).
54- try to synchronize local animation speed with server updates to save on screen refreshes. 73 (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.). 74- 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 75- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 76 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 77
65TEMPORARY SERVER TODO: 78TEMPORARY SERVER TODO:
79- 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 80- palyer peaceful setting should be independen of game peaceful setting
67 (i.e. one should be able to become hostile against guards but still 81 (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 82 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 83 in who, the game peaceful steting would be toggled by the peaceful command
70 but not otherwise shown). 84 but not otherwise shown).
77 be an attack (mentioned before). You also get no exp for this 91 be an attack (mentioned before). You also get no exp for this
78- 10) (feature request): bug/typo/idea commands to automatically log 92- 10) (feature request): bug/typo/idea commands to automatically log
79 your comments, with the mentioning of the current map (and perhaps an 93 your comments, with the mentioning of the current map (and perhaps an
80 item, if you do 'bug <item>'). 94 item, if you do 'bug <item>').
81 95
96
97 #TODO#d# display texture cache
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 }
114
82set_face 4783 => 70 115set_face 4783 => 70
83libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
84allocating id 71 117allocating id 71
85OK 118OK
86set_face 4782 => 71 119set_face 4782 => 71
92allocating id 73 125allocating id 73
93OK 126OK
94set_face 4784 => 73 127set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 128libpng warning: Ignoring gAMA chunk with gamma=0
96 129
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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