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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.23 by root, Wed Apr 19 23:37:48 2006 UTC vs.
Revision 1.202 by elmex, Mon Jul 10 06:59:13 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- IMPIMPIMP-ORA-ANT: history for commandline :) 612:17 <@schmorp> i do list all libs manually for pclient
4- enter runmode when cursor-key repeats 712:17 <@schmorp> will have to do that for gce too
5- mapmap (overview) 812:17 <@schmorp> remind me of it
6 - convetr to real window 912:17 <@schmorp> qwhen i next bundle it
7 - draw rectangle around visible area 10
8 - scroll visible area 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
9 - make size configurable/reesizable 12 => either using bg attribute, or something else. neither way is currently implementable, imho
10- use real mapmap size in map caching, not hardcoded 250 size 13 => or maybe using an extra icon for curses/magic items?)
14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15 show player weight/max weight in inventory
16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20- 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.
21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
23- the inventory needs separate scrollbars. unfortunately, that means
24 addign a manual scrollbar to the other panes (skills and spells :()
25- notebook should provide a visual feedback (support form button class?)
26- buttons should support hovering visually
27- experience change messages should include skill experience
28- skill page in playerbook (minor: skill list which shows XP and lets u bind stuff)
29- floorbox should show currently open container
30- make simple inventory filters: most recently added/changed, normal, only unlocked
31- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32- experience
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit)
35- client sometimes crashes on Mapmenu=>Toggle autopickup
36- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
37
38should be solved/investigated before 1.0 release:
39- NPC dialog box should have close button which finishes the dialog
40- mapmap (overview) - scroll visible area by clicking/dragging
41- binding window and editor layout broken for long recordings => use scroller
42- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts.
44- maybe support mb4/mb5 on selected widgets to facilitate scrolling
45 (inventory, spell list, messge log...) => marc
46- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
47- but fullscreen => minimize (alt-esc) => no way to go back [windows]
48- spell list => scroll down => "Pickup" => scrollbar not updated
49- what happened to the dialog being shown when modifiers are pressed, showing
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52
53post-1.0:
54- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
55 (maybe sth. else causes the slowness, such as database?)
56- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
58 affect neighbouring visible pixels (border bleeding).
59- examine etc., should use extendeddrawinfo or sth. similar
60- player list from server for tell etc. commands
11- save only dirty cached maps, and save dirty maps != current map 61- save only dirty cached maps, and save dirty maps != current map
12- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 62- look into extendedmapinfo
13- the stats for the gauges which get into the stats_update function are somehow weird 63- completer should know more about arguments, e.g. cast summon pet monster,
14- IMPORTANT: map scroll darken code does not work 64 or that some commands do not take arguments ("drop all").
15- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 65- sliders do not change size after reconfigure.
16- message window layout broken (entry too small). 66- enter runmode when cursor-key repeats (maybe not?)
17- mesa-rendering of textview shows only garbage and/or another texture 67- cairo/win32 looks like shit (premultiplied alpha bug?)
18- IMPORTANT: user interface (window positions etc.) should be saved, but 68 (despite horrendous efforts, this is likely not fixable except by building a custom
19 a) switching modes clears/recreates all widgets (has to, as parameters 69 libcairo for win32).
20 are not resolution-independent) 70 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
21 b) widget layout is nontrivial as to not obscure map 71- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
22 c) need better way to center map then middle-button, maybe map overview 72- performance: use texture collections for upstream server data instead if gobs
23 (but updates will be slow UPDATE updates are not at all slow). 73 of small textures.
24- label needs "expected char width"
25- toplevel should enforce that windows always be partially visible
26- maybe move window managing functionality into toplevel
27 74
28- implement suicide command for server 75TEMPORARY SERVER TODO:
29- cavehippo wants hashstring to be changed to hash name 76- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
77- palyer peaceful setting should be independen of game peaceful setting
78 (i.e. one should be able to become hostile against guards but still
79 be peaceful - the palyer peaceful would be toggled by priests and shown
80 in who, the game peaceful steting would be toggled by the peaceful command
81 but not otherwise shown).
30- pippij wants playerstealing to work between hostile players 82- pippij wants playerstealing to work between hostile players
31- schmorp wants to rework the who output format
32- attempt_jump tries to kick jumped-into monster,s but doesn't work 83- attempt_jump tries to kick jumped-into monster,s but doesn't work
84- 1) If you hide, and someone can see you trying to hide, you'll get a
85 message, even when you can't see that other person.
86- 2) hiding exp is always 1, independant of how difficult it is to hide
87- 3) jumping into monsters does no damage, even though it's supposed to
88 be an attack (mentioned before). You also get no exp for this
89- 10) (feature request): bug/typo/idea commands to automatically log
90 your comments, with the mentioning of the current map (and perhaps an
91 item, if you do 'bug <item>').
33 92
34"workarounded" but not solved: 93
35(- IMPORTANT: move widgets to integer coordinates - fix containers!) 94 #TODO#d# display texture cache
36(- pango fontsize measure and decrease to achieve real pixel height) 95 {
96 glEnable GL_TEXTURE_2D;
97 glBindTexture GL_TEXTURE_2D, 41;
98 glColor 1, 1, 1, 1;
99 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
100 glEnable GL_BLEND;
101 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
102 glBegin GL_QUADS;
103 glTexCoord 0,1; glVertex 0,0;
104 glTexCoord 1,1; glVertex 255,0;
105 glTexCoord 1,0; glVertex 255,255;
106 glTexCoord 0,0; glVertex 0,255;
107 glEnd;
108 glDisable GL_BLEND;
109 glDisable GL_TEXTURE_2D;
110 }
37 111
38set_face 4783 => 70 112set_face 4783 => 70
39libpng warning: Ignoring gAMA chunk with gamma=0 113libpng warning: Ignoring gAMA chunk with gamma=0
40allocating id 71 114allocating id 71
41OK 115OK
48allocating id 73 122allocating id 73
49OK 123OK
50set_face 4784 => 73 124set_face 4784 => 73
51libpng warning: Ignoring gAMA chunk with gamma=0 125libpng warning: Ignoring gAMA chunk with gamma=0
52 126
127 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.
128 /*first pass*/
129 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
130 glDepthMask(FALSE); /*disable Z buffer*/
131 if (premultpliedTransparency)
132 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
133 else
134 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
135 /*render the object here*/
136
137 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:
138 /*second pass*/
139 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140 glDepthMask(FALSE); /*disable Z buffer*/
141 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142 /*render the object with alpha replaced with 1-a*/
143
144 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:
145 /*third pass*/
146 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
147 glDepthMask(TRUE); /*enable Z buffer*/
148 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
149 /*render the object with alpha replaced with 1*/
150
151

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