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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 1.202 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- 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: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- mapmap (overview) 12 => either using bg attribute, or something else. neither way is currently implementable, imho
14 - convetr to real window 13 => or maybe using an extra icon for curses/magic items?)
15 - draw rectangle around visible area 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
16 - scroll visible area 15 show player weight/max weight in inventory
17 - make size configurable/reesizable 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
18- use real mapmap size in map caching, not hardcoded 250 size 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
19- save only dirty cached maps, and save dirty maps != current map 61- 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 62- look into extendedmapinfo
21- 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,
22- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 64 or that some commands do not take arguments ("drop all").
23- message window layout broken (entry too small). 65- sliders do not change size after reconfigure.
24- mesa-rendering of textview shows only garbage and/or another texture 66- enter runmode when cursor-key repeats (maybe not?)
25- label needs "expected char width" 67- cairo/win32 looks like shit (premultiplied alpha bug?)
26- toplevel should enforce that windows always be partially visible 68 (despite horrendous efforts, this is likely not fixable except by building a custom
27- maybe move window managing functionality into toplevel 69 libcairo for win32).
70 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
71- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
72- performance: use texture collections for upstream server data instead if gobs
73 of small textures.
28 74
29TEMPORARY SERVER TODO: 75TEMPORARY SERVER TODO:
30- run flawfinder on cf 76- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
31- disable old socket mode in server 77- palyer peaceful setting should be independen of game peaceful setting
32- implement suicide command for server 78 (i.e. one should be able to become hostile against guards but still
33- cavehippo wants hashstring to be changed to hash name 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).
34- pippij wants playerstealing to work between hostile players 82- 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 83- 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 84- 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. 85 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 86- 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 87- 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 88 be an attack (mentioned before). You also get no exp for this
42- 10) (feature request): bug/typo/idea commands to automatically log 89- 10) (feature request): bug/typo/idea commands to automatically log
43 your comments, with the mentioning of the current map (and perhaps an 90 your comments, with the mentioning of the current map (and perhaps an
44 item, if you do 'bug <item>'). 91 item, if you do 'bug <item>').
45 92
46"workarounded" but not solved: 93
47(- IMPORTANT: move widgets to integer coordinates - fix containers!) 94 #TODO#d# display texture cache
48(- 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 }
49 111
50set_face 4783 => 70 112set_face 4783 => 70
51libpng warning: Ignoring gAMA chunk with gamma=0 113libpng warning: Ignoring gAMA chunk with gamma=0
52allocating id 71 114allocating id 71
53OK 115OK
60allocating id 73 122allocating id 73
61OK 123OK
62set_face 4784 => 73 124set_face 4784 => 73
63libpng warning: Ignoring gAMA chunk with gamma=0 125libpng warning: Ignoring gAMA chunk with gamma=0
64 126
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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