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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.98 by elmex, Tue May 30 14:35:08 2006 UTC vs.
Revision 1.225 by root, Sun Jul 30 12:15:18 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 14- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: statusbox tooltip must not go away on updates 15- SERVER: utf8-ify client-side messages
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- IMPORTANT: When spellbooks are read they dont disappear from inventory window (eg. from a bag)
26 16
17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
18- skill book - tooltips with description and bind-to-key (schmorp)
19- IMPORTANT: server-protocol/upgrade etc.
20- IMPORTANT: good installation instructions/problem faq.
21
27should be solved/investitaged before release: 22should be solved/investigated before 1.0 release:
28- rethink message display in lower left corner 23- offer common options such as use_skill sense xxx etc. in inventory via menu?
29- the inventory 24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30 completely redraws itself on every animation change, even when its not visible. 25- buttons should support hovering visually
31- cairo/win32 looks like shit (premultiplied alpha bug?) 26- notebooks should provide visual feedback (support from button class?)
27- floorbox out-of-screen after resizing (schmorp)
28- identify inventory hover slowness and fix it (schmorp)
29- use more graphical frames/separators to make dialogs more eye-pleasing/clean
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
32- playerbook/skills should have sensible tooltips with skill descriptions
33- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
34- NPC dialog box should have close button which finishes the dialog
35- mapmap (overview) - scroll visible area by clicking/dragging
36- binding window and editor layout broken for long recordings => use scroller
37- maybe open the help viewer on the first start, or a simple dialog that
38 initially lists keybidings for gcfclient converts.
39- maybe support mb4/mb5 on selected widgets to facilitate scrolling
40 (inventory, spell list, messge log...) => marc
41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
42- but fullscreen => minimize (alt-esc) => no way to go back [windows]
43- spell list => scroll down => "Pickup" => scrollbar not updated
44- what happened to the dialog being shown when modifiers are pressed, showing
45 keybindings for this modifier?
46- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
47
48post-1.0:
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 49- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit) 50 (after starting, press quit)
34- flopper/menu imrpovement: 51- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
35 * things that are menus should act more like menus 52- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
36 * inmventory etc. should fade-in automatically when used 53 affect neighbouring visible pixels (border bleeding).
37- add menu itemds for inventory items: mark/inscribe etc. 54- examine etc., should use extendeddrawinfo or sth. similar
38- remove wrap_mode hack from texture and make it a per-texture operation 55- player list from server for tell etc. commands
39- enter runmode when cursor-key repeats 56- save only dirty cached maps, and save dirty maps != current map
40- mapmap (overview) - scroll visible area by clicking/dragging 57- look into extendedmapinfo
41- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
42- maybe move window managing functionality into toplevel
43- better window management (graphical feedback)
44- the player weight somehow updates strangely when dropping/picking up
45
46low priority:
47- completer should know more about arguments, e.g. cast summon pet monster, 58- completer should know more about arguments, e.g. cast summon pet monster,
48 or that some commands do not take arguments ("drop all"). 59 or that some commands do not take arguments ("drop all").
49- textview should not snap to bottom on resize. 60- sliders do not change size after reconfigure.
50- alt+cursor == diagonal 61- enter runmode when cursor-key repeats (maybe not?)
51- look into extendedmapinfo
52- save only dirty cached maps, and save dirty maps != current map
53- inventory update must be incremental (too slow) (really? check)
54- try to synchronize local animation speed with server updates to save on screen refreshes.
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.). 62- 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 63- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 64 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 65
65TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
67- 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 68- palyer peaceful setting should be independen of game peaceful setting
67 (i.e. one should be able to become hostile against guards but still 69 (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 70 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 71 in who, the game peaceful steting would be toggled by the peaceful command
70 but not otherwise shown). 72 but not otherwise shown).
77 be an attack (mentioned before). You also get no exp for this 79 be an attack (mentioned before). You also get no exp for this
78- 10) (feature request): bug/typo/idea commands to automatically log 80- 10) (feature request): bug/typo/idea commands to automatically log
79 your comments, with the mentioning of the current map (and perhaps an 81 your comments, with the mentioning of the current map (and perhaps an
80 item, if you do 'bug <item>'). 82 item, if you do 'bug <item>').
81 83
84
85 #TODO#d# display texture cache
86 {
87 glEnable GL_TEXTURE_2D;
88 glBindTexture GL_TEXTURE_2D, 41;
89 glColor 1, 1, 1, 1;
90 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
91 glEnable GL_BLEND;
92 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
93 glBegin GL_QUADS;
94 glTexCoord 0,1; glVertex 0,0;
95 glTexCoord 1,1; glVertex 255,0;
96 glTexCoord 1,0; glVertex 255,255;
97 glTexCoord 0,0; glVertex 0,255;
98 glEnd;
99 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D;
101 }
102
82set_face 4783 => 70 103set_face 4783 => 70
83libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
84allocating id 71 105allocating id 71
85OK 106OK
86set_face 4782 => 71 107set_face 4782 => 71
92allocating id 73 113allocating id 73
93OK 114OK
94set_face 4784 => 73 115set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
96 117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142

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