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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.44 by root, Sun May 7 21:10:58 2006 UTC vs.
Revision 1.206 by root, Thu Jul 13 01:08:57 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: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
9- IMPORTANT: slider should clip to valid range properly 12 => either using bg attribute, or something else. neither way is currently implementable, imho
10- IMPORTANT: user interface (window positions etc.) should be saved, but 13 => or maybe using an extra icon for curses/magic items?)
11 a) switching modes clears/recreates all widgets (has to, as parameters 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
12 are not resolution-independent) 15 show player weight/max weight in inventory
13 b) widget layout is nontrivial as to not obscure map 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
14 c) need better way to center map then middle-button, maybe map overview 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
15 (but updates will be slow UPDATE updates are not at all slow). 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
16- IMPORTANT: animate faces in inventory etc. 19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
17- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt 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.
18 ein savebed aufzusuchen. 21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22- IMPORTANT: character creation dialogs broken (stats window etc.): fix
23- IMPORTANT: fullscreen-toggle does not toggle checkbox
24- close completer when connection dies
25- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
26- the inventory needs separate scrollbars. unfortunately, that means
27 addign a manual scrollbar to the other panes (skills and spells :()
28- notebook should provide a visual feedback (support form button class?)
29- buttons should support hovering visually
30- experience change messages should include skill experience
31- skill page in playerbook (minor: skill list which shows XP and lets u bind stuff)
32- floorbox should show currently open container
33- make simple inventory filters: most recently added/changed, normal, only unlocked
34- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35- experience
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit)
38- client sometimes crashes on Mapmenu=>Toggle autopickup
39- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
19 40
20should be solved/investitaged before release: 41should be solved/investigated before 1.0 release:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 42- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
22 (after starting, pressing ogin with connection refused, then close window) 43- NPC dialog box should have close button which finishes the dialog
23- remove wrap_mode hack from texture and make it a per-texture operation 44- mapmap (overview) - scroll visible area by clicking/dragging
24- enter runmode when cursor-key repeats 45- binding window and editor layout broken for long recordings => use scroller
25- mapmap (overview) 46- maybe open the help viewer on the first start, or a simple dialog that
26 - scroll visible area 47 initially lists keybidings for gcfclient converts.
48- maybe support mb4/mb5 on selected widgets to facilitate scrolling
49 (inventory, spell list, messge log...) => marc
50- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
51- but fullscreen => minimize (alt-esc) => no way to go back [windows]
52- spell list => scroll down => "Pickup" => scrollbar not updated
53- what happened to the dialog being shown when modifiers are pressed, showing
54 keybindings for this modifier?
55- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
56
57post-1.0:
58- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
59 (maybe sth. else causes the slowness, such as database?)
60- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
62 affect neighbouring visible pixels (border bleeding).
63- examine etc., should use extendeddrawinfo or sth. similar
64- player list from server for tell etc. commands
27- save only dirty cached maps, and save dirty maps != current map 65- 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 66- look into extendedmapinfo
29- mesa-rendering of textview shows only garbage and/or another texture 67- completer should know more about arguments, e.g. cast summon pet monster,
30- maybe move window managing functionality into toplevel 68 or that some commands do not take arguments ("drop all").
31- look into extendeddrawinfo and extendedmapinfo 69- sliders do not change size after reconfigure.
32 70- enter runmode when cursor-key repeats (maybe not?)
33low priority: 71- cairo/win32 looks like shit (premultiplied alpha bug?)
34- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 72 (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) 73 libcairo for win32).
74 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
75- 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 76- performance: use texture collections for upstream server data instead if gobs
37 of small textures. 77 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 78
42TEMPORARY SERVER TODO: 79TEMPORARY SERVER TODO:
80- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
43- palyer peaceful setting should be independen of game peaceful setting 81- palyer peaceful setting should be independen of game peaceful setting
44 (i.e. one should be able to become hostile against guards but still 82 (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 83 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 84 in who, the game peaceful steting would be toggled by the peaceful command
47 but not otherwise shown). 85 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 86- 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 87- 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 88- 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. 89 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 90- 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 91- 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 92 be an attack (mentioned before). You also get no exp for this
60- 10) (feature request): bug/typo/idea commands to automatically log 93- 10) (feature request): bug/typo/idea commands to automatically log
61 your comments, with the mentioning of the current map (and perhaps an 94 your comments, with the mentioning of the current map (and perhaps an
62 item, if you do 'bug <item>'). 95 item, if you do 'bug <item>').
96
97
98 #TODO#d# display texture cache
99 {
100 glEnable GL_TEXTURE_2D;
101 glBindTexture GL_TEXTURE_2D, 41;
102 glColor 1, 1, 1, 1;
103 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
104 glEnable GL_BLEND;
105 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
106 glBegin GL_QUADS;
107 glTexCoord 0,1; glVertex 0,0;
108 glTexCoord 1,1; glVertex 255,0;
109 glTexCoord 1,0; glVertex 255,255;
110 glTexCoord 0,0; glVertex 0,255;
111 glEnd;
112 glDisable GL_BLEND;
113 glDisable GL_TEXTURE_2D;
114 }
63 115
64set_face 4783 => 70 116set_face 4783 => 70
65libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
66allocating id 71 118allocating id 71
67OK 119OK
74allocating id 73 126allocating id 73
75OK 127OK
76set_face 4784 => 73 128set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0 129libpng warning: Ignoring gAMA chunk with gamma=0
78 130
131 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.
132 /*first pass*/
133 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
134 glDepthMask(FALSE); /*disable Z buffer*/
135 if (premultpliedTransparency)
136 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
137 else
138 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
139 /*render the object here*/
140
141 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:
142 /*second pass*/
143 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
144 glDepthMask(FALSE); /*disable Z buffer*/
145 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
146 /*render the object with alpha replaced with 1-a*/
147
148 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:
149 /*third pass*/
150 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
151 glDepthMask(TRUE); /*enable Z buffer*/
152 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
153 /*render the object with alpha replaced with 1*/
154
155

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