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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.30 by root, Mon Apr 24 03:19:41 2006 UTC vs.
Revision 1.194 by root, Wed Jul 5 00:23:06 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- IMPORTANT: slider should clip to valid range properly 612:17 <@schmorp> i do list all libs manually for pclient
4- IMPIMPIMP-ORA-ANT: history for commandline :) 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- enter runmode when cursor-key repeats 11- IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579.
13- mapmap (overview) 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
14 - convetr to real window 13 => either using bg attribute, or something else. neither way is currently implementable, imho
15 - draw rectangle around visible area 14 => or maybe using an extra icon for curses/magic items?)
16 - scroll visible area 15 maybe drag&drop, otherwise two containers side-by-side makes little sense.
17 - make size configurable/reesizable 16 show player weight/max weight in inventory
18- use real mapmap size in map caching, not hardcoded 250 size 17 offer common options such as use_skill sense xxx etc. in inventory via menu?
18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
19- notebook should provide a visual feedback (support form button class?)
20- IMPORTANT: store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
21- skill page in playerbook
22- enable autopickup/disable in right-click menĂ¼ for map
23- help window close button
24- floorbox should show currently open container
25- make simple inventory filters: most recently added/changed, normal, only unlocked
26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- minor: skill list which shows XP and lets u bind stuff
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, press quit)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
31
32should be solved/investigated before 1.0 release:
33- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings
35- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts.
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
40- but fullscreen => minimize (alt-esc) => no way to go back [windows]
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45
46post-1.0:
47- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49 affect neighbouring visible pixels (border bleeding).
50- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands
19- save only dirty cached maps, and save dirty maps != current map 52- save only dirty cached maps, and save dirty maps != current map
20- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 53- look into extendedmapinfo
21- the stats for the gauges which get into the stats_update function are somehow weird 54- completer should know more about arguments, e.g. cast summon pet monster,
22- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 55 or that some commands do not take arguments ("drop all").
23- message window layout broken (entry too small). 56- sliders do not change size after reconfigure.
24- mesa-rendering of textview shows only garbage and/or another texture 57- enter runmode when cursor-key repeats (maybe not?)
25- label needs "expected char width" 58- cairo/win32 looks like shit (premultiplied alpha bug?)
26- toplevel should enforce that windows always be partially visible 59 (despite horrendous efforts, this is likely not fixable except by building a custom
27- maybe move window managing functionality into toplevel 60 libcairo for win32).
61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63- performance: use texture collections for upstream server data instead if gobs
64 of small textures.
28 65
29TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
30- run flawfinder on cf 67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
31- disable old socket mode in server 68- palyer peaceful setting should be independen of game peaceful setting
32- implement suicide command for server 69 (i.e. one should be able to become hostile against guards but still
33- cavehippo wants hashstring to be changed to hash name 70 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown).
34- pippij wants playerstealing to work between hostile players 73- pippij wants playerstealing to work between hostile players
35- schmorp wants to rework the who output format
36- attempt_jump tries to kick jumped-into monster,s but doesn't work 74- attempt_jump tries to kick jumped-into monster,s but doesn't work
37- 1) If you hide, and someone can see you trying to hide, you'll get a 75- 1) If you hide, and someone can see you trying to hide, you'll get a
38 message, even when you can't see that other person. 76 message, even when you can't see that other person.
39- 2) hiding exp is always 1, independant of how difficult it is to hide 77- 2) hiding exp is always 1, independant of how difficult it is to hide
40- 3) jumping into monsters does no damage, even though it's supposed to 78- 3) jumping into monsters does no damage, even though it's supposed to
41 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
42- 10) (feature request): bug/typo/idea commands to automatically log 80- 10) (feature request): bug/typo/idea commands to automatically log
43 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
44 item, if you do 'bug <item>'). 82 item, if you do 'bug <item>').
45 83
46"workarounded" but not solved: 84
47(- IMPORTANT: move widgets to integer coordinates - fix containers!) 85 #TODO#d# display texture cache
48(- pango fontsize measure and decrease to achieve real pixel height) 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 }
49 102
50set_face 4783 => 70 103set_face 4783 => 70
51libpng warning: Ignoring gAMA chunk with gamma=0 104libpng warning: Ignoring gAMA chunk with gamma=0
52allocating id 71 105allocating id 71
53OK 106OK
60allocating id 73 113allocating id 73
61OK 114OK
62set_face 4784 => 73 115set_face 4784 => 73
63libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
64 117
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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