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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.53 by root, Wed May 17 10:12:21 2006 UTC vs.
Revision 1.195 by root, Wed Jul 5 01:53:24 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: online documentation for the client (rig up a podviewer with textview) 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- important: center and improve dialogs (create cFClient::UI::Dialog) 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: inventory update must be incremental (too slow) (really? check) 13 => or maybe using an extra icon for curses/magic items?)
14- IMPORTANT: user interface (window positions etc.) should be saved, but 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15 b) widget layout is nontrivial as to not obscure map 15 show player weight/max weight in inventory
16 c) need better way to center map then middle-button, maybe map overview 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17 (but updates will be slow UPDATE updates are not at all slow). 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: animate faces in inventory etc. 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 19- the inventory needs separate scrollbars. unfortunately, that means
20- IMPORTANT: verify and correct connection-dependent texture management 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- skill page in playerbook
24- help window close button
25- floorbox should show currently open container
26- make simple inventory filters: most recently added/changed, normal, only unlocked
27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
28- minor: skill list which shows XP and lets u bind stuff
29- experience
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit)
32- client sometimes crashes on Mapmenu=>Toggle autopickup
33- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
21 34
22should be solved/investitaged before release: 35should be solved/investigated before 1.0 release:
23- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 36- NPC dialog box should have close button which finishes the dialog
24 (after starting, pressing login with connection refused, then close window)
25- remove wrap_mode hack from texture and make it a per-texture operation
26- enter runmode when cursor-key repeats
27- mapmap (overview) - scroll visible area by clicking/dragging 37- mapmap (overview) - scroll visible area by clicking/dragging
38- binding window and editor layout broken for long recordings => use scroller
39- maybe open the help viewer on the first start, or a simple dialog that
40 initially lists keybidings for gcfclient converts.
41- maybe support mb4/mb5 on selected widgets to facilitate scrolling
42 (inventory, spell list, messge log...) => marc
43- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
44- but fullscreen => minimize (alt-esc) => no way to go back [windows]
45- spell list => scroll down => "Pickup" => scrollbar not updated
46- what happened to the dialog being shown when modifiers are pressed, showing
47 keybindings for this modifier?
48- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
49
50post-1.0:
51- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
52 (maybe sth. else causes the slowness, such as database?)
53- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
54- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
55 affect neighbouring visible pixels (border bleeding).
56- examine etc., should use extendeddrawinfo or sth. similar
57- player list from server for tell etc. commands
28- save only dirty cached maps, and save dirty maps != current map 58- save only dirty cached maps, and save dirty maps != current map
29- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
30- maybe move window managing functionality into toplevel
31- better window management (feedback)
32- look into extendedmapinfo 59- look into extendedmapinfo
33- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 60- completer should know more about arguments, e.g. cast summon pet monster,
34 61 or that some commands do not take arguments ("drop all").
35low priority: 62- sliders do not change size after reconfigure.
36- player list from server for tell etc. commands 63- enter runmode when cursor-key repeats (maybe not?)
37- examine etc., should use extendeddrawinfo or sth. similar 64- cairo/win32 looks like shit (premultiplied alpha bug?)
65 (despite horrendous efforts, this is likely not fixable except by building a custom
66 libcairo for win32).
67 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
38- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 68- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
39- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
40- performance: use texture collections for upstream server data instead if gobs 69- performance: use texture collections for upstream server data instead if gobs
41 of small textures. 70 of small textures.
42- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
43 affect neighbouring visible pixels (border bleeding).
44- pango fontsize measure and decrease to achieve real pixel height
45 71
46TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
47- palyer peaceful setting should be independen of game peaceful setting 74- palyer peaceful setting should be independen of game peaceful setting
48 (i.e. one should be able to become hostile against guards but still 75 (i.e. one should be able to become hostile against guards but still
49 be peaceful - the palyer peaceful would be toggled by priests and shown 76 be peaceful - the palyer peaceful would be toggled by priests and shown
50 in who, the game peaceful steting would be toggled by the peaceful command 77 in who, the game peaceful steting would be toggled by the peaceful command
51 but not otherwise shown). 78 but not otherwise shown).
58 be an attack (mentioned before). You also get no exp for this 85 be an attack (mentioned before). You also get no exp for this
59- 10) (feature request): bug/typo/idea commands to automatically log 86- 10) (feature request): bug/typo/idea commands to automatically log
60 your comments, with the mentioning of the current map (and perhaps an 87 your comments, with the mentioning of the current map (and perhaps an
61 item, if you do 'bug <item>'). 88 item, if you do 'bug <item>').
62 89
90
91 #TODO#d# display texture cache
92 {
93 glEnable GL_TEXTURE_2D;
94 glBindTexture GL_TEXTURE_2D, 41;
95 glColor 1, 1, 1, 1;
96 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
97 glEnable GL_BLEND;
98 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
99 glBegin GL_QUADS;
100 glTexCoord 0,1; glVertex 0,0;
101 glTexCoord 1,1; glVertex 255,0;
102 glTexCoord 1,0; glVertex 255,255;
103 glTexCoord 0,0; glVertex 0,255;
104 glEnd;
105 glDisable GL_BLEND;
106 glDisable GL_TEXTURE_2D;
107 }
108
63set_face 4783 => 70 109set_face 4783 => 70
64libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
65allocating id 71 111allocating id 71
66OK 112OK
67set_face 4782 => 71 113set_face 4782 => 71
73allocating id 73 119allocating id 73
74OK 120OK
75set_face 4784 => 73 121set_face 4784 => 73
76libpng warning: Ignoring gAMA chunk with gamma=0 122libpng warning: Ignoring gAMA chunk with gamma=0
77 123
124 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.
125 /*first pass*/
126 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
127 glDepthMask(FALSE); /*disable Z buffer*/
128 if (premultpliedTransparency)
129 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
130 else
131 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
132 /*render the object here*/
133
134 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:
135 /*second pass*/
136 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
137 glDepthMask(FALSE); /*disable Z buffer*/
138 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
139 /*render the object with alpha replaced with 1-a*/
140
141 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:
142 /*third pass*/
143 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
144 glDepthMask(TRUE); /*enable Z buffer*/
145 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
146 /*render the object with alpha replaced with 1*/
147
148

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