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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.52 by root, Wed May 17 10:08:07 2006 UTC vs.
Revision 1.223 by elmex, Fri Jul 28 10:15:28 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- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: user interface (window positions etc.) should be saved, but 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13 b) widget layout is nontrivial as to not obscure map 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14 c) need better way to center map then middle-button, maybe map overview
15 (but updates will be slow UPDATE updates are not at all slow).
16- IMPORTANT: animate faces in inventory etc.
17- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
18- IMPORTANT: verify and correct connection-dependent texture management
19 14
15- REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is
16
17- utf8-ify client-side messages
18
19- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
20- spells ordering completely different for different users (maybe stored in hash?)
21- identify inventory hover slowness and fix it (schmorp)
22- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
23 => either using bg attribute, or something else. neither way is currently implementable, imho
24 => or maybe using an extra icon for curses/magic items?)
25 offer common options such as use_skill sense xxx etc. in inventory via menu?
26 make simple inventory filters: most recently added/changed, normal, only unlocked
27- floorbox out-of-screen after resizing (schmorp)
28- skill book - tooltips with description and bind-to-key (schmorp)
29- all dialogs should be closable with "Esc"
30- notebooks should provide visual feedback (support from button class?)
31- buttons should support hovering visually
32- minor: skill list which lets u bind stuff
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34
20should be solved/investitaged before release: 35should be solved/investigated before 1.0 release:
36- use more graphical frames/separators to make dialogs more eye-pleasing/clean
37- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
38- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
39- playerbook/skills should have sensible tooltips with skill descriptions
40- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
41- NPC dialog box should have close button which finishes the dialog
42- mapmap (overview) - scroll visible area by clicking/dragging
43- binding window and editor layout broken for long recordings => use scroller
44- maybe open the help viewer on the first start, or a simple dialog that
45 initially lists keybidings for gcfclient converts.
46- maybe support mb4/mb5 on selected widgets to facilitate scrolling
47 (inventory, spell list, messge log...) => marc
48- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
49- but fullscreen => minimize (alt-esc) => no way to go back [windows]
50- spell list => scroll down => "Pickup" => scrollbar not updated
51- what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
54
55post-1.0:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 56- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing login with connection refused, then close window) 57 (after starting, press quit)
23- remove wrap_mode hack from texture and make it a per-texture operation 58- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
24- enter runmode when cursor-key repeats 59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
25- mapmap (overview) - scroll visible area by clicking/dragging 60 affect neighbouring visible pixels (border bleeding).
61- examine etc., should use extendeddrawinfo or sth. similar
62- player list from server for tell etc. commands
26- save only dirty cached maps, and save dirty maps != current map 63- 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
28- maybe move window managing functionality into toplevel
29- better window management (feedback)
30- look into extendedmapinfo 64- look into extendedmapinfo
31- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 65- completer should know more about arguments, e.g. cast summon pet monster,
32 66 or that some commands do not take arguments ("drop all").
33low priority: 67- sliders do not change size after reconfigure.
34- player list from server for tell etc. commands 68- enter runmode when cursor-key repeats (maybe not?)
35- examine etc., should use extendeddrawinfo or sth. similar
36- 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.).
37- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
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).
56 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
57- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
58 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
59 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
60 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 }
109
61set_face 4783 => 70 110set_face 4783 => 70
62libpng warning: Ignoring gAMA chunk with gamma=0 111libpng warning: Ignoring gAMA chunk with gamma=0
63allocating id 71 112allocating id 71
64OK 113OK
65set_face 4782 => 71 114set_face 4782 => 71
71allocating id 73 120allocating id 73
72OK 121OK
73set_face 4784 => 73 122set_face 4784 => 73
74libpng warning: Ignoring gAMA chunk with gamma=0 123libpng warning: Ignoring gAMA chunk with gamma=0
75 124
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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