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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.27 by elmex, Sat Apr 22 12:14:43 2006 UTC vs.
Revision 1.197 by root, Wed Jul 5 02:33:59 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- IMPORTANT: map scroll darken code does not work 712:17 <@schmorp> will have to do that for gce too
5- IMPORTANT: user interface (window positions etc.) should be saved, but 812:17 <@schmorp> remind me of it
6 a) switching modes clears/recreates all widgets (has to, as parameters 912:17 <@schmorp> qwhen i next bundle it
7 are not resolution-independent)
8 b) widget layout is nontrivial as to not obscure map
9 c) need better way to center map then middle-button, maybe map overview
10 (but updates will be slow UPDATE updates are not at all slow).
11 10
12- BUG: when the gauge fontsize changes in client setup the fontsize isn't updated. 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13 it's somehow only updated when the size of the frame changes. (or the size of 12 => either using bg attribute, or something else. neither way is currently implementable, imho
14 the labels itself? or their position?) 13 => or maybe using an extra icon for curses/magic items?)
15 propably i'm doing something wrong in CFClient::UI::Frame ? 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- the inventory needs separate scrollbars. unfortunately, that means
21 addign a manual scrollbar to the other panes (skills and spells :()
22- notebook should provide a visual feedback (support form button class?)
23- buttons should support hovering visually
24- experience change messages should include skill experience
25- skill page in playerbook
26- help window close button
27- floorbox should show currently open container
28- make simple inventory filters: most recently added/changed, normal, only unlocked
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- minor: skill list which shows XP and lets u bind stuff
31- experience
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit)
34- client sometimes crashes on Mapmenu=>Toggle autopickup
35- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
16 36
17- enter runmode when cursor-key repeats 37should be solved/investigated before 1.0 release:
18- mapmap (overview) 38- NPC dialog box should have close button which finishes the dialog
19 - convetr to real window 39- mapmap (overview) - scroll visible area by clicking/dragging
20 - draw rectangle around visible area 40- binding window and editor layout broken for long recordings => use scroller
21 - scroll visible area 41- maybe open the help viewer on the first start, or a simple dialog that
22 - make size configurable/reesizable 42 initially lists keybidings for gcfclient converts.
23- use real mapmap size in map caching, not hardcoded 250 size 43- maybe support mb4/mb5 on selected widgets to facilitate scrolling
44 (inventory, spell list, messge log...) => marc
45- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
46- but fullscreen => minimize (alt-esc) => no way to go back [windows]
47- spell list => scroll down => "Pickup" => scrollbar not updated
48- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier?
50- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
51
52post-1.0:
53- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
54 (maybe sth. else causes the slowness, such as database?)
55- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
56- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
57 affect neighbouring visible pixels (border bleeding).
58- examine etc., should use extendeddrawinfo or sth. similar
59- player list from server for tell etc. commands
24- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
25- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 61- look into extendedmapinfo
26- the stats for the gauges which get into the stats_update function are somehow weird 62- completer should know more about arguments, e.g. cast summon pet monster,
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 63 or that some commands do not take arguments ("drop all").
28- message window layout broken (entry too small). 64- sliders do not change size after reconfigure.
29- mesa-rendering of textview shows only garbage and/or another texture 65- enter runmode when cursor-key repeats (maybe not?)
30- label needs "expected char width" 66- cairo/win32 looks like shit (premultiplied alpha bug?)
31- toplevel should enforce that windows always be partially visible 67 (despite horrendous efforts, this is likely not fixable except by building a custom
32- maybe move window managing functionality into toplevel 68 libcairo for win32).
69 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
71- performance: use texture collections for upstream server data instead if gobs
72 of small textures.
33 73
34- disable old socket mode in server 74TEMPORARY SERVER TODO:
35- implement suicide command for server 75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
36- cavehippo wants hashstring to be changed to hash name 76- palyer peaceful setting should be independen of game peaceful setting
77 (i.e. one should be able to become hostile against guards but still
78 be peaceful - the palyer peaceful would be toggled by priests and shown
79 in who, the game peaceful steting would be toggled by the peaceful command
80 but not otherwise shown).
37- pippij wants playerstealing to work between hostile players 81- pippij wants playerstealing to work between hostile players
38- schmorp wants to rework the who output format
39- attempt_jump tries to kick jumped-into monster,s but doesn't work 82- attempt_jump tries to kick jumped-into monster,s but doesn't work
40- 1) If you hide, and someone can see you trying to hide, you'll get a 83- 1) If you hide, and someone can see you trying to hide, you'll get a
41 message, even when you can't see that other person. 84 message, even when you can't see that other person.
42- 2) hiding exp is always 1, independant of how difficult it is to hide 85- 2) hiding exp is always 1, independant of how difficult it is to hide
43- 3) jumping into monsters does no damage, even though it's supposed to 86- 3) jumping into monsters does no damage, even though it's supposed to
44 be an attack (mentioned before). You also get no exp for this 87 be an attack (mentioned before). You also get no exp for this
45- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
46 your comments, with the mentioning of the current map (and perhaps an 89 your comments, with the mentioning of the current map (and perhaps an
47 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
48 91
49"workarounded" but not solved: 92
50(- IMPORTANT: move widgets to integer coordinates - fix containers!) 93 #TODO#d# display texture cache
51(- pango fontsize measure and decrease to achieve real pixel height) 94 {
95 glEnable GL_TEXTURE_2D;
96 glBindTexture GL_TEXTURE_2D, 41;
97 glColor 1, 1, 1, 1;
98 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
99 glEnable GL_BLEND;
100 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
101 glBegin GL_QUADS;
102 glTexCoord 0,1; glVertex 0,0;
103 glTexCoord 1,1; glVertex 255,0;
104 glTexCoord 1,0; glVertex 255,255;
105 glTexCoord 0,0; glVertex 0,255;
106 glEnd;
107 glDisable GL_BLEND;
108 glDisable GL_TEXTURE_2D;
109 }
52 110
53set_face 4783 => 70 111set_face 4783 => 70
54libpng warning: Ignoring gAMA chunk with gamma=0 112libpng warning: Ignoring gAMA chunk with gamma=0
55allocating id 71 113allocating id 71
56OK 114OK
63allocating id 73 121allocating id 73
64OK 122OK
65set_face 4784 => 73 123set_face 4784 => 73
66libpng warning: Ignoring gAMA chunk with gamma=0 124libpng warning: Ignoring gAMA chunk with gamma=0
67 125
126 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.
127 /*first pass*/
128 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
129 glDepthMask(FALSE); /*disable Z buffer*/
130 if (premultpliedTransparency)
131 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
132 else
133 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
134 /*render the object here*/
135
136 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:
137 /*second pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(FALSE); /*disable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1-a*/
142
143 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:
144 /*third pass*/
145 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
146 glDepthMask(TRUE); /*enable Z buffer*/
147 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
148 /*render the object with alpha replaced with 1*/
149
150

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