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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.121 by root, Sun Jun 4 01:14:02 2006 UTC vs.
Revision 1.223 by elmex, Fri Jul 28 10:15:28 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: message log window often loses contents after refreshes/res switches 11- PANGO: create upstream-patch for inclusion into pango
12 (m,aybe not, maybe after loging out and in again?) 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13 also: message log window now visibly flickers, must be soem horrid bug 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: stats window looks like shit initially (widget allocation?)
19 14
20- binding window and editor layout broken for long recordings 15- REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is
21- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
22- minor: skill list which shows XP and lets u bind stuff
23 16
17- utf8-ify client-side messages
18
19- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
20- spells ordering completely different for different users (maybe stored in hash?)
21- identify inventory hover slowness and fix it (schmorp)
22- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
23 => either using bg attribute, or something else. neither way is currently implementable, imho
24 => or maybe using an extra icon for curses/magic items?)
25 offer common options such as use_skill sense xxx etc. in inventory via menu?
26 make simple inventory filters: most recently added/changed, normal, only unlocked
27- floorbox out-of-screen after resizing (schmorp)
28- skill book - tooltips with description and bind-to-key (schmorp)
29- all dialogs should be closable with "Esc"
30- notebooks should provide visual feedback (support from button class?)
31- buttons should support hovering visually
32- minor: skill list which lets u bind stuff
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34
24should be solved/investitaged before release: 35should be solved/investigated before 1.0 release:
25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 36- use more graphical frames/separators to make dialogs more eye-pleasing/clean
26 and add column titles (also for other tables like inventory and bindings) 37- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
27- log messages received and commands sent to ~/.crossfire/log.$ip 38- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
28- the binding editor should have a append-record mode or something like that 39- playerbook/skills should have sensible tooltips with skill descriptions
29- rethink message display in lower left corner 40- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
30- cairo/win32 looks like shit (premultiplied alpha bug?) 41- NPC dialog box should have close button which finishes the dialog
42- mapmap (overview) - scroll visible area by clicking/dragging
43- binding window and editor layout broken for long recordings => use scroller
44- maybe open the help viewer on the first start, or a simple dialog that
45 initially lists keybidings for gcfclient converts.
46- maybe support mb4/mb5 on selected widgets to facilitate scrolling
47 (inventory, spell list, messge log...) => marc
48- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
49- but fullscreen => minimize (alt-esc) => no way to go back [windows]
50- spell list => scroll down => "Pickup" => scrollbar not updated
51- what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
54
55post-1.0:
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 56- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 57 (after starting, press quit)
33- better focus management: put focus onto active windows, remove it again later 58- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35- enter runmode when cursor-key repeats (maybe not?) 60 affect neighbouring visible pixels (border bleeding).
36- mapmap (overview) - scroll visible area by clicking/dragging 61- examine etc., should use extendeddrawinfo or sth. similar
37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 62- player list from server for tell etc. commands
38- maybe move window managing functionality into toplevel 63- save only dirty cached maps, and save dirty maps != current map
39- better window management (graphical feedback) 64- look into extendedmapinfo
40- the player weight somehow updates strangely when dropping/picking up
41
42low priority:
43- win32, fow_tetxure sometimes nukes other textures
44 (mostly fixed, but still there: displays list and texture uploads do not go well together)
45- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
46- completer should know more about arguments, e.g. cast summon pet monster, 65- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 66 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 67- sliders do not change size after reconfigure.
49- alt+cursor == diagonal 68- enter runmode when cursor-key repeats (maybe not?)
50- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map
52- try to synchronize local animation speed with server updates to save on screen refreshes.
53- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
57- performance: use texture collections for upstream server data instead if gobs 70- performance: use texture collections for upstream server data instead if gobs
58 of small textures. 71 of small textures.
59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
60 affect neighbouring visible pixels (border bleeding).
61- pango fontsize measure and decrease to achieve real pixel height
62 72
63TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
64- palyer peaceful setting should be independen of game peaceful setting 75- palyer peaceful setting should be independen of game peaceful setting
65 (i.e. one should be able to become hostile against guards but still 76 (i.e. one should be able to become hostile against guards but still
66 be peaceful - the palyer peaceful would be toggled by priests and shown 77 be peaceful - the palyer peaceful would be toggled by priests and shown
67 in who, the game peaceful steting would be toggled by the peaceful command 78 in who, the game peaceful steting would be toggled by the peaceful command
68 but not otherwise shown). 79 but not otherwise shown).
75 be an attack (mentioned before). You also get no exp for this 86 be an attack (mentioned before). You also get no exp for this
76- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
77 your comments, with the mentioning of the current map (and perhaps an 88 your comments, with the mentioning of the current map (and perhaps an
78 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
79 90
91
92 #TODO#d# display texture cache
93 {
94 glEnable GL_TEXTURE_2D;
95 glBindTexture GL_TEXTURE_2D, 41;
96 glColor 1, 1, 1, 1;
97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
98 glEnable GL_BLEND;
99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
100 glBegin GL_QUADS;
101 glTexCoord 0,1; glVertex 0,0;
102 glTexCoord 1,1; glVertex 255,0;
103 glTexCoord 1,0; glVertex 255,255;
104 glTexCoord 0,0; glVertex 0,255;
105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
109
80set_face 4783 => 70 110set_face 4783 => 70
81libpng warning: Ignoring gAMA chunk with gamma=0 111libpng warning: Ignoring gAMA chunk with gamma=0
82allocating id 71 112allocating id 71
83OK 113OK
84set_face 4782 => 71 114set_face 4782 => 71
90allocating id 73 120allocating id 73
91OK 121OK
92set_face 4784 => 73 122set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 123libpng warning: Ignoring gAMA chunk with gamma=0
94 124
125 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.
126 /*first pass*/
127 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/
129 if (premultpliedTransparency)
130 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
131 else
132 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
133 /*render the object here*/
134
135 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:
136 /*second pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(FALSE); /*disable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1-a*/
141
142 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:
143 /*third pass*/
144 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
145 glDepthMask(TRUE); /*enable Z buffer*/
146 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
147 /*render the object with alpha replaced with 1*/
148
149

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