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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.35 by root, Mon Apr 24 11:54:25 2006 UTC vs.
Revision 1.212 by root, Wed Jul 19 23:00:07 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
312:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
412:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
512:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
612:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
7 10
11- PANGO: create upstream-patch for inclusion into pango
12- SERVER: on shtudown: wanted to save map with player => map not being saved?
8 13
9- IMPORTANT: slider should clip to valid range properly 14- the inventory needs separate scrollbars. unfortunately, that means
10- IMPORTANT: user interface (window positions etc.) should be saved, but 15 addign a manual scrollbar to the other panes (skills and spells :()
11 a) switching modes clears/recreates all widgets (has to, as parameters 16- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
12 are not resolution-independent) 17- spells ordering for complete different for different users (maybe stored in hash?)
13 b) widget layout is nontrivial as to not obscure map 18- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
14 c) need better way to center map then middle-button, maybe map overview 19 => either using bg attribute, or something else. neither way is currently implementable, imho
15 (but updates will be slow UPDATE updates are not at all slow). 20 => or maybe using an extra icon for curses/magic items?)
21 maybe drag&drop, otherwise two containers side-by-side makes little sense.
22 show player weight/max weight in inventory
23 offer common options such as use_skill sense xxx etc. in inventory via menu?
24 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
25 make simple inventory filters: most recently added/changed, normal, only unlocked
26- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
27- 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.
28- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
29- all dialogs should be closable with "Esc"
30- close completer when connection dies
31- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
32- notebook should provide a visual feedback (support from button class?)
33- buttons should support hovering visually
34- experience change messages should include skill experience
35- minor: skill list which lets u bind stuff
36- floorbox should show currently open container
37- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
38- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
39 (after starting, press quit)
40- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
16 41
17- enter runmode when cursor-key repeats 42should be solved/investigated before 1.0 release:
18- mapmap (overview) 43- playerbook/skills should have sensible tooltips with skill descriptions
19 - convetr to real window 44- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
20 - draw rectangle around visible area 45- NPC dialog box should have close button which finishes the dialog
21 - scroll visible area 46- mapmap (overview) - scroll visible area by clicking/dragging
22 - make size configurable/reesizable 47- binding window and editor layout broken for long recordings => use scroller
23- use real mapmap size in map caching, not hardcoded 250 size 48- maybe open the help viewer on the first start, or a simple dialog that
49 initially lists keybidings for gcfclient converts.
50- maybe support mb4/mb5 on selected widgets to facilitate scrolling
51 (inventory, spell list, messge log...) => marc
52- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
53- but fullscreen => minimize (alt-esc) => no way to go back [windows]
54- spell list => scroll down => "Pickup" => scrollbar not updated
55- what happened to the dialog being shown when modifiers are pressed, showing
56 keybindings for this modifier?
57- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
58
59post-1.0:
60- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
61 (maybe sth. else causes the slowness, such as database?)
62- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
64 affect neighbouring visible pixels (border bleeding).
65- examine etc., should use extendeddrawinfo or sth. similar
66- player list from server for tell etc. commands
24- save only dirty cached maps, and save dirty maps != current map 67- 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 68- look into extendedmapinfo
26- the stats for the gauges which get into the stats_update function are somehow weird 69- 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 70 or that some commands do not take arguments ("drop all").
28- message window layout broken (entry too small). 71- sliders do not change size after reconfigure.
29- mesa-rendering of textview shows only garbage and/or another texture 72- enter runmode when cursor-key repeats (maybe not?)
30- label needs "expected char width" 73- cairo/win32 looks like shit (premultiplied alpha bug?)
31- toplevel should enforce that windows always be partially visible 74 (despite horrendous efforts, this is likely not fixable except by building a custom
32- maybe move window managing functionality into toplevel 75 libcairo for win32).
33- look into extendeddrawinfo and extendedmapinfo 76 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
34- add extenstive tooltips to stats window, basically like a manual :) 77- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
78- performance: use texture collections for upstream server data instead if gobs
79 of small textures.
35 80
36TEMPORARY SERVER TODO: 81TEMPORARY SERVER TODO:
82- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
37- palyer peaceful setting should be independen of game peaceful setting 83- palyer peaceful setting should be independen of game peaceful setting
38 (i.e. one should be able to become hostile against guards but still 84 (i.e. one should be able to become hostile against guards but still
39 be peaceful - the palyer peaceful would be toggled by priests and shown 85 be peaceful - the palyer peaceful would be toggled by priests and shown
40 in who, the game peaceful steting would be toggled by the peaceful command 86 in who, the game peaceful steting would be toggled by the peaceful command
41 but not otherwise shown). 87 but not otherwise shown).
42- run flawfinder on cf
43- disable old socket mode in server
44- implement suicide command for server
45- cavehippo wants hashstring to be changed to hash name
46- pippij wants playerstealing to work between hostile players 88- pippij wants playerstealing to work between hostile players
47- schmorp wants to rework the who output format
48- attempt_jump tries to kick jumped-into monster,s but doesn't work 89- attempt_jump tries to kick jumped-into monster,s but doesn't work
49- 1) If you hide, and someone can see you trying to hide, you'll get a 90- 1) If you hide, and someone can see you trying to hide, you'll get a
50 message, even when you can't see that other person. 91 message, even when you can't see that other person.
51- 2) hiding exp is always 1, independant of how difficult it is to hide 92- 2) hiding exp is always 1, independant of how difficult it is to hide
52- 3) jumping into monsters does no damage, even though it's supposed to 93- 3) jumping into monsters does no damage, even though it's supposed to
53 be an attack (mentioned before). You also get no exp for this 94 be an attack (mentioned before). You also get no exp for this
54- 10) (feature request): bug/typo/idea commands to automatically log 95- 10) (feature request): bug/typo/idea commands to automatically log
55 your comments, with the mentioning of the current map (and perhaps an 96 your comments, with the mentioning of the current map (and perhaps an
56 item, if you do 'bug <item>'). 97 item, if you do 'bug <item>').
57 98
58"workarounded" but not solved: 99
59(- IMPORTANT: move widgets to integer coordinates - fix containers!) 100 #TODO#d# display texture cache
60(- pango fontsize measure and decrease to achieve real pixel height) 101 {
102 glEnable GL_TEXTURE_2D;
103 glBindTexture GL_TEXTURE_2D, 41;
104 glColor 1, 1, 1, 1;
105 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
106 glEnable GL_BLEND;
107 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
108 glBegin GL_QUADS;
109 glTexCoord 0,1; glVertex 0,0;
110 glTexCoord 1,1; glVertex 255,0;
111 glTexCoord 1,0; glVertex 255,255;
112 glTexCoord 0,0; glVertex 0,255;
113 glEnd;
114 glDisable GL_BLEND;
115 glDisable GL_TEXTURE_2D;
116 }
61 117
62set_face 4783 => 70 118set_face 4783 => 70
63libpng warning: Ignoring gAMA chunk with gamma=0 119libpng warning: Ignoring gAMA chunk with gamma=0
64allocating id 71 120allocating id 71
65OK 121OK
72allocating id 73 128allocating id 73
73OK 129OK
74set_face 4784 => 73 130set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0 131libpng warning: Ignoring gAMA chunk with gamma=0
76 132
133 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.
134 /*first pass*/
135 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
136 glDepthMask(FALSE); /*disable Z buffer*/
137 if (premultpliedTransparency)
138 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
139 else
140 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
141 /*render the object here*/
142
143 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:
144 /*second pass*/
145 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
146 glDepthMask(FALSE); /*disable Z buffer*/
147 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
148 /*render the object with alpha replaced with 1-a*/
149
150 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:
151 /*third pass*/
152 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
153 glDepthMask(TRUE); /*enable Z buffer*/
154 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
155 /*render the object with alpha replaced with 1*/
156
157

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