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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 1.222 by elmex, Fri Jul 28 09:27:33 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- PANGO: create upstream-patch for inclusion into pango
13 it's somehow only updated when the size of the frame changes. (or the size of 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
14 the labels itself? or their position?) 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
15 propably i'm doing something wrong in CFClient::UI::Frame ?
16 14
17- enter runmode when cursor-key repeats 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
18- mapmap (overview) 16
19 - convetr to real window 17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
20 - draw rectangle around visible area 18- spells ordering completely different for different users (maybe stored in hash?)
21 - scroll visible area 19- identify inventory hover slowness and fix it (schmorp)
22 - make size configurable/reesizable 20- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
23- use real mapmap size in map caching, not hardcoded 250 size 21 => either using bg attribute, or something else. neither way is currently implementable, imho
22 => or maybe using an extra icon for curses/magic items?)
23 offer common options such as use_skill sense xxx etc. in inventory via menu?
24 make simple inventory filters: most recently added/changed, normal, only unlocked
25- floorbox out-of-screen after resizing (schmorp)
26- skill book - tooltips with description and bind-to-key (schmorp)
27- all dialogs should be closable with "Esc"
28- notebooks should provide visual feedback (support from button class?)
29- buttons should support hovering visually
30- minor: skill list which lets u bind stuff
31- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32
33should be solved/investigated before 1.0 release:
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
37- playerbook/skills should have sensible tooltips with skill descriptions
38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
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 top 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- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
55 (after starting, press quit)
56- currently the font texture cache leaks "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
24- save only dirty cached maps, and save dirty maps != current map 61- 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 62- look into extendedmapinfo
26- 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,
27- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 64 or that some commands do not take arguments ("drop all").
28- message window layout broken (entry too small). 65- sliders do not change size after reconfigure.
29- mesa-rendering of textview shows only garbage and/or another texture 66- enter runmode when cursor-key repeats (maybe not?)
30- label needs "expected char width" 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
31- toplevel should enforce that windows always be partially visible 68- performance: use texture collections for upstream server data instead if gobs
32- maybe move window managing functionality into toplevel 69 of small textures.
33 70
34- disable old socket mode in server 71TEMPORARY SERVER TODO:
35- implement suicide command for server 72- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
36- cavehippo wants hashstring to be changed to hash name 73- palyer peaceful setting should be independen of game peaceful setting
74 (i.e. one should be able to become hostile against guards but still
75 be peaceful - the palyer peaceful would be toggled by priests and shown
76 in who, the game peaceful steting would be toggled by the peaceful command
77 but not otherwise shown).
37- pippij wants playerstealing to work between hostile players 78- 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 79- 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 80- 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. 81 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 82- 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 83- 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 84 be an attack (mentioned before). You also get no exp for this
45- 10) (feature request): bug/typo/idea commands to automatically log 85- 10) (feature request): bug/typo/idea commands to automatically log
46 your comments, with the mentioning of the current map (and perhaps an 86 your comments, with the mentioning of the current map (and perhaps an
47 item, if you do 'bug <item>'). 87 item, if you do 'bug <item>').
48 88
49"workarounded" but not solved: 89
50(- IMPORTANT: move widgets to integer coordinates - fix containers!) 90 #TODO#d# display texture cache
51(- pango fontsize measure and decrease to achieve real pixel height) 91 {
92 glEnable GL_TEXTURE_2D;
93 glBindTexture GL_TEXTURE_2D, 41;
94 glColor 1, 1, 1, 1;
95 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
96 glEnable GL_BLEND;
97 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
98 glBegin GL_QUADS;
99 glTexCoord 0,1; glVertex 0,0;
100 glTexCoord 1,1; glVertex 255,0;
101 glTexCoord 1,0; glVertex 255,255;
102 glTexCoord 0,0; glVertex 0,255;
103 glEnd;
104 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D;
106 }
52 107
53set_face 4783 => 70 108set_face 4783 => 70
54libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
55allocating id 71 110allocating id 71
56OK 111OK
63allocating id 73 118allocating id 73
64OK 119OK
65set_face 4784 => 73 120set_face 4784 => 73
66libpng warning: Ignoring gAMA chunk with gamma=0 121libpng warning: Ignoring gAMA chunk with gamma=0
67 122
123 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.
124 /*first pass*/
125 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
126 glDepthMask(FALSE); /*disable Z buffer*/
127 if (premultpliedTransparency)
128 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
129 else
130 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
131 /*render the object here*/
132
133 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:
134 /*second pass*/
135 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
136 glDepthMask(FALSE); /*disable Z buffer*/
137 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
138 /*render the object with alpha replaced with 1-a*/
139
140 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:
141 /*third pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(TRUE); /*enable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1*/
146
147

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