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 1.44 by root, Sun May 7 21:10:58 2006 UTC vs.
Revision 1.193 by root, Tue Jul 4 23:44:23 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
8- IMPORTANT: containers must be arrays, not hashes, for floor ordering 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.
9- IMPORTANT: slider should clip to valid range properly 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13 => either using bg attribute, or something else. neither way is currently implementable, imho
11 a) switching modes clears/recreates all widgets (has to, as parameters 14 => or maybe using an extra icon for curses/magic items?)
12 are not resolution-independent) 15 maybe drag&drop, otherwise two containers side-by-side makes little sense.
13 b) widget layout is nontrivial as to not obscure map 16 show player weight/max weight in inventory
14 c) need better way to center map then middle-button, maybe map overview 17 offer common options such as use_skill sense xxx etc. in inventory via menu?
15 (but updates will be slow UPDATE updates are not at all slow). 18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
16- IMPORTANT: animate faces in inventory etc. 19- notebook should provide a visual feedback (support form button class?)
17- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt 20- IMPORTANT: store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
18 ein savebed aufzusuchen. 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
19 31
20should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 33- mapmap (overview) - scroll visible area by clicking/dragging
22 (after starting, pressing ogin with connection refused, then close window) 34- binding window and editor layout broken for long recordings
23- remove wrap_mode hack from texture and make it a per-texture operation 35- maybe open the help viewer on the first start, or a simple dialog that
24- enter runmode when cursor-key repeats 36 initially lists keybidings for gcfclient converts.
25- mapmap (overview) 37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
26 - scroll visible area 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
27- save only dirty cached maps, and save dirty maps != current map 52- save only dirty cached maps, and save dirty maps != current map
28- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges 53- look into extendedmapinfo
29- mesa-rendering of textview shows only garbage and/or another texture 54- completer should know more about arguments, e.g. cast summon pet monster,
30- maybe move window managing functionality into toplevel 55 or that some commands do not take arguments ("drop all").
31- look into extendeddrawinfo and extendedmapinfo 56- sliders do not change size after reconfigure.
32 57- enter runmode when cursor-key repeats (maybe not?)
33low priority: 58- cairo/win32 looks like shit (premultiplied alpha bug?)
34- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 59 (despite horrendous efforts, this is likely not fixable except by building a custom
35- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 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.).
36- performance: use texture collections for upstream server data instead if gobs 63- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 64 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- pango fontsize measure and decrease to achieve real pixel height
41 65
42TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
43- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 68 (i.e. one should be able to become hostile against guards but still
45 be peaceful - the palyer peaceful would be toggled by priests and shown 69 be peaceful - the palyer peaceful would be toggled by priests and shown
46 in who, the game peaceful steting would be toggled by the peaceful command 70 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 71 but not otherwise shown).
48- run flawfinder on cf
49- disable old socket mode in server
50- implement suicide command for server
51- cavehippo wants hashstring to be changed to hash name
52- pippij wants playerstealing to work between hostile players 72- pippij wants playerstealing to work between hostile players
53- schmorp wants to rework the who output format
54- attempt_jump tries to kick jumped-into monster,s but doesn't work 73- attempt_jump tries to kick jumped-into monster,s but doesn't work
55- 1) If you hide, and someone can see you trying to hide, you'll get a 74- 1) If you hide, and someone can see you trying to hide, you'll get a
56 message, even when you can't see that other person. 75 message, even when you can't see that other person.
57- 2) hiding exp is always 1, independant of how difficult it is to hide 76- 2) hiding exp is always 1, independant of how difficult it is to hide
58- 3) jumping into monsters does no damage, even though it's supposed to 77- 3) jumping into monsters does no damage, even though it's supposed to
59 be an attack (mentioned before). You also get no exp for this 78 be an attack (mentioned before). You also get no exp for this
60- 10) (feature request): bug/typo/idea commands to automatically log 79- 10) (feature request): bug/typo/idea commands to automatically log
61 your comments, with the mentioning of the current map (and perhaps an 80 your comments, with the mentioning of the current map (and perhaps an
62 item, if you do 'bug <item>'). 81 item, if you do 'bug <item>').
82
83
84 #TODO#d# display texture cache
85 {
86 glEnable GL_TEXTURE_2D;
87 glBindTexture GL_TEXTURE_2D, 41;
88 glColor 1, 1, 1, 1;
89 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
90 glEnable GL_BLEND;
91 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
92 glBegin GL_QUADS;
93 glTexCoord 0,1; glVertex 0,0;
94 glTexCoord 1,1; glVertex 255,0;
95 glTexCoord 1,0; glVertex 255,255;
96 glTexCoord 0,0; glVertex 0,255;
97 glEnd;
98 glDisable GL_BLEND;
99 glDisable GL_TEXTURE_2D;
100 }
63 101
64set_face 4783 => 70 102set_face 4783 => 70
65libpng warning: Ignoring gAMA chunk with gamma=0 103libpng warning: Ignoring gAMA chunk with gamma=0
66allocating id 71 104allocating id 71
67OK 105OK
74allocating id 73 112allocating id 73
75OK 113OK
76set_face 4784 => 73 114set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
78 116
117 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.
118 /*first pass*/
119 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
120 glDepthMask(FALSE); /*disable Z buffer*/
121 if (premultpliedTransparency)
122 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
123 else
124 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
125 /*render the object here*/
126
127 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:
128 /*second pass*/
129 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130 glDepthMask(FALSE); /*disable Z buffer*/
131 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132 /*render the object with alpha replaced with 1-a*/
133
134 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:
135 /*third pass*/
136 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
137 glDepthMask(TRUE); /*enable Z buffer*/
138 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
139 /*render the object with alpha replaced with 1*/
140
141

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines