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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.51 by root, Wed May 17 10:00:19 2006 UTC vs.
Revision 1.196 by root, Wed Jul 5 02:16:49 2006 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: inventory update must be incremental (too slow) (really? check) 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- IMPORTANT: user interface (window positions etc.) should be saved, but 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13 b) widget layout is nontrivial as to not obscure map 13 => or maybe using an extra icon for curses/magic items?)
14 c) need better way to center map then middle-button, maybe map overview 14 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). 15 show player weight/max weight in inventory
16- IMPORTANT: animate faces in inventory etc. 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: verify and correct connection-dependent texture management 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
19 35
20should be solved/investitaged before release: 36should be solved/investigated before 1.0 release:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 37- NPC dialog box should have close button which finishes the dialog
22 (after starting, pressing login with connection refused, then close window)
23- remove wrap_mode hack from texture and make it a per-texture operation
24- enter runmode when cursor-key repeats
25- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
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.
50
51post-1.0:
52- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
53 (maybe sth. else causes the slowness, such as database?)
54- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56 affect neighbouring visible pixels (border bleeding).
57- examine etc., should use extendeddrawinfo or sth. similar
58- player list from server for tell etc. commands
26- save only dirty cached maps, and save dirty maps != current map 59- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 60- look into extendedmapinfo
28- mesa-rendering of textview shows only garbage and/or another texture 61- completer should know more about arguments, e.g. cast summon pet monster,
29- maybe move window managing functionality into toplevel 62 or that some commands do not take arguments ("drop all").
30- look into extendeddrawinfo and extendedmapinfo 63- sliders do not change size after reconfigure.
31- update/check_size should be done at most once/frame/widget. 64- enter runmode when cursor-key repeats (maybe not?)
32 65- cairo/win32 looks like shit (premultiplied alpha bug?)
33low priority: 66 (despite horrendous efforts, this is likely not fixable except by building a custom
34- player list form server for tell etc. commands 67 libcairo for win32).
68 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
35- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
36- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
37- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
38- performance: use texture collections for upstream server data instead if gobs 70- performance: use texture collections for upstream server data instead if gobs
39 of small textures. 71 of small textures.
40- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41 affect neighbouring visible pixels (border bleeding).
42- pango fontsize measure and decrease to achieve real pixel height
43 72
44TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
45- palyer peaceful setting should be independen of game peaceful setting 75- palyer peaceful setting should be independen of game peaceful setting
46 (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
47 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
48 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
49 but not otherwise shown). 79 but not otherwise shown).
50- pippij wants playerstealing to work between hostile players 80- pippij wants playerstealing to work between hostile players
51- schmorp wants to rework the who output format
52- 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
53- 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
54 message, even when you can't see that other person. 83 message, even when you can't see that other person.
55- 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
56- 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
57 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
58- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
59 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
60 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
90
91
92 #TODO#d# display texture cache
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 }
61 109
62set_face 4783 => 70 110set_face 4783 => 70
63libpng warning: Ignoring gAMA chunk with gamma=0 111libpng warning: Ignoring gAMA chunk with gamma=0
64allocating id 71 112allocating id 71
65OK 113OK
72allocating id 73 120allocating id 73
73OK 121OK
74set_face 4784 => 73 122set_face 4784 => 73
75libpng warning: Ignoring gAMA chunk with gamma=0 123libpng warning: Ignoring gAMA chunk with gamma=0
76 124
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

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