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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 1.215 by elmex, Sat Jul 22 12:36:17 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?
13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
8 14
9- IMPORTANT: slider should clip to valid range properly 15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
10- IMPORTANT: user interface (window positions etc.) should be saved, but 16- spells ordering for complete different for different users (maybe stored in hash?)
11 a) switching modes clears/recreates all widgets (has to, as parameters 17- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12 are not resolution-independent) 18 => either using bg attribute, or something else. neither way is currently implementable, imho
13 b) widget layout is nontrivial as to not obscure map 19 => or maybe using an extra icon for curses/magic items?)
14 c) need better way to center map then middle-button, maybe map overview 20 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15 (but updates will be slow UPDATE updates are not at all slow). 21 show player weight/max weight in inventory
22 offer common options such as use_skill sense xxx etc. in inventory via menu?
23 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
24 make simple inventory filters: most recently added/changed, normal, only unlocked
25- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
26- 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.
27- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
28- all dialogs should be closable with "Esc"
29- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
30- notebook should provide a visual feedback (support from button class?)
31- buttons should support hovering visually
32- experience change messages should include skill experience
33- minor: skill list which lets u bind stuff
34- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit)
37- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
16 38
17- enter runmode when cursor-key repeats 39should be solved/investigated before 1.0 release:
18- mapmap (overview) 40- playerbook/skills should have sensible tooltips with skill descriptions
19 - convetr to real window 41- 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 42- NPC dialog box should have close button which finishes the dialog
21 - scroll visible area 43- mapmap (overview) - scroll visible area by clicking/dragging
22 - make size configurable/reesizable 44- binding window and editor layout broken for long recordings => use scroller
23- use real mapmap size in map caching, not hardcoded 250 size 45- maybe open the help viewer on the first start, or a simple dialog that
46 initially lists keybidings for gcfclient converts.
47- maybe support mb4/mb5 on selected widgets to facilitate scrolling
48 (inventory, spell list, messge log...) => marc
49- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
50- but fullscreen => minimize (alt-esc) => no way to go back [windows]
51- spell list => scroll down => "Pickup" => scrollbar not updated
52- what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier?
54- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
55
56post-1.0:
57- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
58 (maybe sth. else causes the slowness, such as database?)
59- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding).
62- examine etc., should use extendeddrawinfo or sth. similar
63- player list from server for tell etc. commands
24- save only dirty cached maps, and save dirty maps != current map 64- 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 65- look into extendedmapinfo
26- the stats for the gauges which get into the stats_update function are somehow weird 66- 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 67 or that some commands do not take arguments ("drop all").
28- message window layout broken (entry too small). 68- sliders do not change size after reconfigure.
29- mesa-rendering of textview shows only garbage and/or another texture 69- enter runmode when cursor-key repeats (maybe not?)
30- label needs "expected char width" 70- cairo/win32 looks like shit (premultiplied alpha bug?)
31- toplevel should enforce that windows always be partially visible 71 (despite horrendous efforts, this is likely not fixable except by building a custom
32- maybe move window managing functionality into toplevel 72 libcairo for win32).
33- look into extendeddrawinfo and extendedmapinfo 73 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
34- add extenstive tooltips to stats window, basically like a manual :) 74- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
75- performance: use texture collections for upstream server data instead if gobs
76 of small textures.
35 77
36TEMPORARY SERVER TODO: 78TEMPORARY SERVER TODO:
79- 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 80- palyer peaceful setting should be independen of game peaceful setting
38 (i.e. one should be able to become hostile against guards but still 81 (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 82 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 83 in who, the game peaceful steting would be toggled by the peaceful command
41 but not otherwise shown). 84 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 85- 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 86- 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 87- 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. 88 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 89- 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 90- 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 91 be an attack (mentioned before). You also get no exp for this
54- 10) (feature request): bug/typo/idea commands to automatically log 92- 10) (feature request): bug/typo/idea commands to automatically log
55 your comments, with the mentioning of the current map (and perhaps an 93 your comments, with the mentioning of the current map (and perhaps an
56 item, if you do 'bug <item>'). 94 item, if you do 'bug <item>').
57 95
58"workarounded" but not solved: 96
59(- IMPORTANT: move widgets to integer coordinates - fix containers!) 97 #TODO#d# display texture cache
60(- pango fontsize measure and decrease to achieve real pixel height) 98 {
99 glEnable GL_TEXTURE_2D;
100 glBindTexture GL_TEXTURE_2D, 41;
101 glColor 1, 1, 1, 1;
102 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103 glEnable GL_BLEND;
104 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105 glBegin GL_QUADS;
106 glTexCoord 0,1; glVertex 0,0;
107 glTexCoord 1,1; glVertex 255,0;
108 glTexCoord 1,0; glVertex 255,255;
109 glTexCoord 0,0; glVertex 0,255;
110 glEnd;
111 glDisable GL_BLEND;
112 glDisable GL_TEXTURE_2D;
113 }
61 114
62set_face 4783 => 70 115set_face 4783 => 70
63libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
64allocating id 71 117allocating id 71
65OK 118OK
72allocating id 73 125allocating id 73
73OK 126OK
74set_face 4784 => 73 127set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0 128libpng warning: Ignoring gAMA chunk with gamma=0
76 129
130 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.
131 /*first pass*/
132 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 if (premultpliedTransparency)
135 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
136 else
137 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
138 /*render the object here*/
139
140 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:
141 /*second pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(FALSE); /*disable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1-a*/
146
147 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:
148 /*third pass*/
149 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
150 glDepthMask(TRUE); /*enable Z buffer*/
151 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
152 /*render the object with alpha replaced with 1*/
153
154

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