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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 1.197 by root, Wed Jul 5 02:33:59 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- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20- IMPORTANT: verify and correct connection-dependent texture management 20- the inventory needs separate scrollbars. unfortunately, that means
21 addign a manual scrollbar to the other panes (skills and spells :()
22- notebook should provide a visual feedback (support form button class?)
23- buttons should support hovering visually
24- experience change messages should include skill experience
25- skill page in playerbook
26- help window close button
27- floorbox should show currently open container
28- make simple inventory filters: most recently added/changed, normal, only unlocked
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- minor: skill list which shows XP and lets u bind stuff
31- experience
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit)
34- client sometimes crashes on Mapmenu=>Toggle autopickup
35- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
21 36
22should be solved/investitaged before release: 37should be solved/investigated before 1.0 release:
23- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 38- 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 39- mapmap (overview) - scroll visible area by clicking/dragging
40- binding window and editor layout broken for long recordings => use scroller
41- maybe open the help viewer on the first start, or a simple dialog that
42 initially lists keybidings for gcfclient converts.
43- maybe support mb4/mb5 on selected widgets to facilitate scrolling
44 (inventory, spell list, messge log...) => marc
45- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
46- but fullscreen => minimize (alt-esc) => no way to go back [windows]
47- spell list => scroll down => "Pickup" => scrollbar not updated
48- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier?
50- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
51
52post-1.0:
53- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
54 (maybe sth. else causes the slowness, such as database?)
55- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
56- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
57 affect neighbouring visible pixels (border bleeding).
58- examine etc., should use extendeddrawinfo or sth. similar
59- player list from server for tell etc. commands
28- save only dirty cached maps, and save dirty maps != current map 60- 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 61- look into extendedmapinfo
33- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 62- completer should know more about arguments, e.g. cast summon pet monster,
34 63 or that some commands do not take arguments ("drop all").
35low priority: 64- sliders do not change size after reconfigure.
36- player list from server for tell etc. commands 65- enter runmode when cursor-key repeats (maybe not?)
37- examine etc., should use extendeddrawinfo or sth. similar 66- cairo/win32 looks like shit (premultiplied alpha bug?)
67 (despite horrendous efforts, this is likely not fixable except by building a custom
68 libcairo for win32).
69 (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.). 70- 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 71- performance: use texture collections for upstream server data instead if gobs
41 of small textures. 72 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 73
46TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
75- 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 76- palyer peaceful setting should be independen of game peaceful setting
48 (i.e. one should be able to become hostile against guards but still 77 (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 78 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 79 in who, the game peaceful steting would be toggled by the peaceful command
51 but not otherwise shown). 80 but not otherwise shown).
58 be an attack (mentioned before). You also get no exp for this 87 be an attack (mentioned before). You also get no exp for this
59- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
60 your comments, with the mentioning of the current map (and perhaps an 89 your comments, with the mentioning of the current map (and perhaps an
61 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
62 91
92
93 #TODO#d# display texture cache
94 {
95 glEnable GL_TEXTURE_2D;
96 glBindTexture GL_TEXTURE_2D, 41;
97 glColor 1, 1, 1, 1;
98 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
99 glEnable GL_BLEND;
100 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
101 glBegin GL_QUADS;
102 glTexCoord 0,1; glVertex 0,0;
103 glTexCoord 1,1; glVertex 255,0;
104 glTexCoord 1,0; glVertex 255,255;
105 glTexCoord 0,0; glVertex 0,255;
106 glEnd;
107 glDisable GL_BLEND;
108 glDisable GL_TEXTURE_2D;
109 }
110
63set_face 4783 => 70 111set_face 4783 => 70
64libpng warning: Ignoring gAMA chunk with gamma=0 112libpng warning: Ignoring gAMA chunk with gamma=0
65allocating id 71 113allocating id 71
66OK 114OK
67set_face 4782 => 71 115set_face 4782 => 71
73allocating id 73 121allocating id 73
74OK 122OK
75set_face 4784 => 73 123set_face 4784 => 73
76libpng warning: Ignoring gAMA chunk with gamma=0 124libpng warning: Ignoring gAMA chunk with gamma=0
77 125
126 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.
127 /*first pass*/
128 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
129 glDepthMask(FALSE); /*disable Z buffer*/
130 if (premultpliedTransparency)
131 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
132 else
133 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
134 /*render the object here*/
135
136 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:
137 /*second pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(FALSE); /*disable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1-a*/
142
143 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:
144 /*third pass*/
145 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
146 glDepthMask(TRUE); /*enable Z buffer*/
147 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
148 /*render the object with alpha replaced with 1*/
149
150

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