ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.38 by root, Tue Apr 25 13:08:17 2006 UTC vs.
Revision 1.196 by root, Wed Jul 5 02:16:49 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- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12 => either using bg attribute, or something else. neither way is currently implementable, imho
13 => or maybe using an extra icon for curses/magic items?)
14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15 show player weight/max weight in inventory
16 offer common options such as use_skill sense xxx etc. in inventory via menu?
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- the inventory needs separate scrollbars. unfortunately, that means
20 addign a manual scrollbar to the other panes (skills and spells :()
21- notebook should provide a visual feedback (support form button class?)
22- buttons should support hovering visually
23- experience change messages should include skill experience
24- skill page in playerbook
25- help window close button
26- floorbox should show currently open container
27- make simple inventory filters: most recently added/changed, normal, only unlocked
28- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
29- minor: skill list which shows XP and lets u bind stuff
30- experience
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit)
33- client sometimes crashes on Mapmenu=>Toggle autopickup
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
8 35
9- IMPORTANT: slider should clip to valid range properly 36should be solved/investigated before 1.0 release:
10- IMPORTANT: user interface (window positions etc.) should be saved, but 37- NPC dialog box should have close button which finishes the dialog
11 a) switching modes clears/recreates all widgets (has to, as parameters 38- mapmap (overview) - scroll visible area by clicking/dragging
12 are not resolution-independent) 39- binding window and editor layout broken for long recordings => use scroller
13 b) widget layout is nontrivial as to not obscure map 40- maybe open the help viewer on the first start, or a simple dialog that
14 c) need better way to center map then middle-button, maybe map overview 41 initially lists keybidings for gcfclient converts.
15 (but updates will be slow UPDATE updates are not at all slow). 42- maybe support mb4/mb5 on selected widgets to facilitate scrolling
43 (inventory, spell list, messge log...) => marc
44- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
45- but fullscreen => minimize (alt-esc) => no way to go back [windows]
46- spell list => scroll down => "Pickup" => scrollbar not updated
47- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier?
49- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
16 50
17- remove wrap_mode hack from texture and make it a per-texture operation 51post-1.0:
18- enter runmode when cursor-key repeats 52- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
19- mapmap (overview) 53 (maybe sth. else causes the slowness, such as database?)
20 - convetr to real window 54- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
21 - draw rectangle around visible area 55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
22 - scroll visible area 56 affect neighbouring visible pixels (border bleeding).
23 - make size configurable/reesizable 57- examine etc., should use extendeddrawinfo or sth. similar
24- use real mapmap size in map caching, not hardcoded 250 size 58- player list from server for tell etc. commands
25- save only dirty cached maps, and save dirty maps != current map 59- save only dirty cached maps, and save dirty maps != current map
26- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 60- look into extendedmapinfo
27- the stats for the gauges which get into the stats_update function are somehow weird 61- completer should know more about arguments, e.g. cast summon pet monster,
28- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 62 or that some commands do not take arguments ("drop all").
29- message window layout broken (entry too small). 63- sliders do not change size after reconfigure.
30- mesa-rendering of textview shows only garbage and/or another texture 64- enter runmode when cursor-key repeats (maybe not?)
31- label needs "expected char width" 65- cairo/win32 looks like shit (premultiplied alpha bug?)
32- toplevel should enforce that windows always be partially visible 66 (despite horrendous efforts, this is likely not fixable except by building a custom
33- maybe move window managing functionality into toplevel 67 libcairo for win32).
34- look into extendeddrawinfo and extendedmapinfo 68 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
35- add extenstive tooltips to stats window, basically like a manual :) (resistances missing?) 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
36- performance: use texture collections for upstream server data instead if gobs 70- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 71 of small textures.
38- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
39 affect neighbouring visible pixels (border bleeding).
40 72
41TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
42- palyer peaceful setting should be independen of game peaceful setting 75- palyer peaceful setting should be independen of game peaceful setting
43 (i.e. one should be able to become hostile against guards but still 76 (i.e. one should be able to become hostile against guards but still
44 be peaceful - the palyer peaceful would be toggled by priests and shown 77 be peaceful - the palyer peaceful would be toggled by priests and shown
45 in who, the game peaceful steting would be toggled by the peaceful command 78 in who, the game peaceful steting would be toggled by the peaceful command
46 but not otherwise shown). 79 but not otherwise shown).
47- run flawfinder on cf
48- disable old socket mode in server
49- implement suicide command for server
50- cavehippo wants hashstring to be changed to hash name
51- pippij wants playerstealing to work between hostile players 80- pippij wants playerstealing to work between hostile players
52- schmorp wants to rework the who output format
53- attempt_jump tries to kick jumped-into monster,s but doesn't work 81- attempt_jump tries to kick jumped-into monster,s but doesn't work
54- 1) If you hide, and someone can see you trying to hide, you'll get a 82- 1) If you hide, and someone can see you trying to hide, you'll get a
55 message, even when you can't see that other person. 83 message, even when you can't see that other person.
56- 2) hiding exp is always 1, independant of how difficult it is to hide 84- 2) hiding exp is always 1, independant of how difficult it is to hide
57- 3) jumping into monsters does no damage, even though it's supposed to 85- 3) jumping into monsters does no damage, even though it's supposed to
58 be an attack (mentioned before). You also get no exp for this 86 be an attack (mentioned before). You also get no exp for this
59- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
60 your comments, with the mentioning of the current map (and perhaps an 88 your comments, with the mentioning of the current map (and perhaps an
61 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
62 90
63"workarounded" but not solved: 91
64(- IMPORTANT: move widgets to integer coordinates - fix containers!) 92 #TODO#d# display texture cache
65(- pango fontsize measure and decrease to achieve real pixel height) 93 {
94 glEnable GL_TEXTURE_2D;
95 glBindTexture GL_TEXTURE_2D, 41;
96 glColor 1, 1, 1, 1;
97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
98 glEnable GL_BLEND;
99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
100 glBegin GL_QUADS;
101 glTexCoord 0,1; glVertex 0,0;
102 glTexCoord 1,1; glVertex 255,0;
103 glTexCoord 1,0; glVertex 255,255;
104 glTexCoord 0,0; glVertex 0,255;
105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
66 109
67set_face 4783 => 70 110set_face 4783 => 70
68libpng warning: Ignoring gAMA chunk with gamma=0 111libpng warning: Ignoring gAMA chunk with gamma=0
69allocating id 71 112allocating id 71
70OK 113OK
77allocating id 73 120allocating id 73
78OK 121OK
79set_face 4784 => 73 122set_face 4784 => 73
80libpng warning: Ignoring gAMA chunk with gamma=0 123libpng warning: Ignoring gAMA chunk with gamma=0
81 124
125 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.
126 /*first pass*/
127 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/
129 if (premultpliedTransparency)
130 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
131 else
132 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
133 /*render the object here*/
134
135 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:
136 /*second pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(FALSE); /*disable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1-a*/
141
142 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:
143 /*third pass*/
144 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
145 glDepthMask(TRUE); /*enable Z buffer*/
146 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
147 /*render the object with alpha replaced with 1*/
148
149

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines