--- deliantra/Deliantra-Client/TODO 2006/05/08 17:23:06 1.45 +++ deliantra/Deliantra-Client/TODO 2006/07/05 02:16:49 1.196 @@ -1,3 +1,6 @@ +http://www.vionline.com/sound.html +http://www.stonewashed.net/2.html + http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 12:17 <@schmorp> i do list all libs manually for pclient @@ -5,53 +8,76 @@ 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it -- IMPORTANT: containers must be arrays, not hashes, for floor ordering -- IMPORTANT: slider should clip to valid range properly -- IMPORTANT: user interface (window positions etc.) should be saved, but - a) switching modes clears/recreates all widgets (has to, as parameters - are not resolution-independent) - b) widget layout is nontrivial as to not obscure map - c) need better way to center map then middle-button, maybe map overview - (but updates will be slow UPDATE updates are not at all slow). -- IMPORTANT: animate faces in inventory etc. -- IMPORTANT: logout-button (und clean handling!), und dialog, der warnt - ein savebed aufzusuchen. -- IMPORTANT: verify and correct connection-dependent texture management - -should be solved/investitaged before release: +- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) + => either using bg attribute, or something else. neither way is currently implementable, imho + => or maybe using an extra icon for curses/magic items?) + maybe drag&drop, otherwise two containers side-by-side makes little sense. + show player weight/max weight in inventory + offer common options such as use_skill sense xxx etc. in inventory via menu? + maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not +- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes +- the inventory needs separate scrollbars. unfortunately, that means + addign a manual scrollbar to the other panes (skills and spells :() +- notebook should provide a visual feedback (support form button class?) +- buttons should support hovering visually +- experience change messages should include skill experience +- skill page in playerbook +- help window close button +- floorbox should show currently open container +- make simple inventory filters: most recently added/changed, normal, only unlocked +- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! +- minor: skill list which shows XP and lets u bind stuff +- experience - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. - (after starting, pressing ogin with connection refused, then close window) -- remove wrap_mode hack from texture and make it a per-texture operation -- enter runmode when cursor-key repeats -- mapmap (overview) - - scroll visible area + (after starting, press quit) +- client sometimes crashes on Mapmenu=>Toggle autopickup +- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory + +should be solved/investigated before 1.0 release: +- NPC dialog box should have close button which finishes the dialog +- mapmap (overview) - scroll visible area by clicking/dragging +- binding window and editor layout broken for long recordings => use scroller +- maybe open the help viewer on the first start, or a simple dialog that + initially lists keybidings for gcfclient converts. +- maybe support mb4/mb5 on selected widgets to facilitate scrolling + (inventory, spell list, messge log...) => marc +- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) +- but fullscreen => minimize (alt-esc) => no way to go back [windows] +- spell list => scroll down => "Pickup" => scrollbar not updated +- what happened to the dialog being shown when modifiers are pressed, showing + keybindings for this modifier? +- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. + +post-1.0: +- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) + (maybe sth. else causes the slowness, such as database?) +- currently the font texture cache lacks "memory" (see texcache.c:tc_put) +- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively + affect neighbouring visible pixels (border bleeding). +- examine etc., should use extendeddrawinfo or sth. similar +- player list from server for tell etc. commands - save only dirty cached maps, and save dirty maps != current map -- elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges -- mesa-rendering of textview shows only garbage and/or another texture -- maybe move window managing functionality into toplevel -- look into extendeddrawinfo and extendedmapinfo - -low priority: -- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too -- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) +- look into extendedmapinfo +- completer should know more about arguments, e.g. cast summon pet monster, + or that some commands do not take arguments ("drop all"). +- sliders do not change size after reconfigure. +- enter runmode when cursor-key repeats (maybe not?) +- cairo/win32 looks like shit (premultiplied alpha bug?) + (despite horrendous efforts, this is likely not fixable except by building a custom + libcairo for win32). + (update: disabled antialiasing, this looks bad, but much better than antialiasing) +- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). - performance: use texture collections for upstream server data instead if gobs of small textures. -- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively - affect neighbouring visible pixels (border bleeding). -- pango fontsize measure and decrease to achieve real pixel height TEMPORARY SERVER TODO: +- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) - palyer peaceful setting should be independen of game peaceful setting (i.e. one should be able to become hostile against guards but still be peaceful - the palyer peaceful would be toggled by priests and shown in who, the game peaceful steting would be toggled by the peaceful command but not otherwise shown). -- run flawfinder on cf -- disable old socket mode in server -- implement suicide command for server -- cavehippo wants hashstring to be changed to hash name - pippij wants playerstealing to work between hostile players -- schmorp wants to rework the who output format - attempt_jump tries to kick jumped-into monster,s but doesn't work - 1) If you hide, and someone can see you trying to hide, you'll get a message, even when you can't see that other person. @@ -62,6 +88,25 @@ your comments, with the mentioning of the current map (and perhaps an item, if you do 'bug '). + + #TODO#d# display texture cache + { + glEnable GL_TEXTURE_2D; + glBindTexture GL_TEXTURE_2D, 41; + glColor 1, 1, 1, 1; + glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; + glEnable GL_BLEND; + glBlendFunc GL_SRC_ALPHA, GL_ZERO; + glBegin GL_QUADS; + glTexCoord 0,1; glVertex 0,0; + glTexCoord 1,1; glVertex 255,0; + glTexCoord 1,0; glVertex 255,255; + glTexCoord 0,0; glVertex 0,255; + glEnd; + glDisable GL_BLEND; + glDisable GL_TEXTURE_2D; + } + set_face 4783 => 70 libpng warning: Ignoring gAMA chunk with gamma=0 allocating id 71 @@ -77,3 +122,28 @@ set_face 4784 => 73 libpng warning: Ignoring gAMA chunk with gamma=0 + 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. + /*first pass*/ + glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ + glDepthMask(FALSE); /*disable Z buffer*/ + if (premultpliedTransparency) + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + else + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + /*render the object here*/ + + 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: + /*second pass*/ + glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ + glDepthMask(FALSE); /*disable Z buffer*/ + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + /*render the object with alpha replaced with 1-a*/ + + 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: + /*third pass*/ + glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ + glDepthMask(TRUE); /*enable Z buffer*/ + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + /*render the object with alpha replaced with 1*/ + +