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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 1.209 by root, Sun Jul 16 23:30:07 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- the inventory needs separate scrollbars. unfortunately, that means
12- important: center and improve dialogs (create cFClient::UI::Dialog) 12 addign a manual scrollbar to the other panes (skills and spells :()
13- IMPORTANT: inventory update must be incremental (too slow) (really? check) 13- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
14- IMPORTANT: user interface (window positions etc.) should be saved, but 14 => either using bg attribute, or something else. neither way is currently implementable, imho
15 b) widget layout is nontrivial as to not obscure map 15 => or maybe using an extra icon for curses/magic items?)
16 c) need better way to center map then middle-button, maybe map overview 16 maybe drag&drop, otherwise two containers side-by-side makes little sense.
17 (but updates will be slow UPDATE updates are not at all slow). 17 show player weight/max weight in inventory
18- IMPORTANT: animate faces in inventory etc. 18 offer common options such as use_skill sense xxx etc. in inventory via menu?
19- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 19 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
20- IMPORTANT: verify and correct connection-dependent texture management 20 make simple inventory filters: most recently added/changed, normal, only unlocked
21- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
22- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419.
23- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
24- all dialogs should be closable with "Esc"
25- close completer when connection dies
26- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
27- notebook should provide a visual feedback (support from button class?)
28- buttons should support hovering visually
29- experience change messages should include skill experience
30- minor: skill list which lets u bind stuff
31- floorbox should show currently open container
32- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit)
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- playerbook/skills should have sensible tooltips with skill descriptions
24 (after starting, pressing login with connection refused, then close window) 39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
25- remove wrap_mode hack from texture and make it a per-texture operation 40- NPC dialog box should have close button which finishes the dialog
26- enter runmode when cursor-key repeats
27- mapmap (overview) - scroll visible area by clicking/dragging 41- mapmap (overview) - scroll visible area by clicking/dragging
42- binding window and editor layout broken for long recordings => use scroller
43- maybe open the help viewer on the first start, or a simple dialog that
44 initially lists keybidings for gcfclient converts.
45- maybe support mb4/mb5 on selected widgets to facilitate scrolling
46 (inventory, spell list, messge log...) => marc
47- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
48- but fullscreen => minimize (alt-esc) => no way to go back [windows]
49- spell list => scroll down => "Pickup" => scrollbar not updated
50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
52- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
53
54post-1.0:
55- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
56 (maybe sth. else causes the slowness, such as database?)
57- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
59 affect neighbouring visible pixels (border bleeding).
60- examine etc., should use extendeddrawinfo or sth. similar
61- player list from server for tell etc. commands
28- save only dirty cached maps, and save dirty maps != current map 62- 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 63- look into extendedmapinfo
33- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 64- completer should know more about arguments, e.g. cast summon pet monster,
34 65 or that some commands do not take arguments ("drop all").
35low priority: 66- sliders do not change size after reconfigure.
36- player list from server for tell etc. commands 67- enter runmode when cursor-key repeats (maybe not?)
37- examine etc., should use extendeddrawinfo or sth. similar 68- cairo/win32 looks like shit (premultiplied alpha bug?)
69 (despite horrendous efforts, this is likely not fixable except by building a custom
70 libcairo for win32).
71 (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.). 72- 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 73- performance: use texture collections for upstream server data instead if gobs
41 of small textures. 74 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 75
46TEMPORARY SERVER TODO: 76TEMPORARY SERVER TODO:
77- 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 78- palyer peaceful setting should be independen of game peaceful setting
48 (i.e. one should be able to become hostile against guards but still 79 (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 80 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 81 in who, the game peaceful steting would be toggled by the peaceful command
51 but not otherwise shown). 82 but not otherwise shown).
58 be an attack (mentioned before). You also get no exp for this 89 be an attack (mentioned before). You also get no exp for this
59- 10) (feature request): bug/typo/idea commands to automatically log 90- 10) (feature request): bug/typo/idea commands to automatically log
60 your comments, with the mentioning of the current map (and perhaps an 91 your comments, with the mentioning of the current map (and perhaps an
61 item, if you do 'bug <item>'). 92 item, if you do 'bug <item>').
62 93
94
95 #TODO#d# display texture cache
96 {
97 glEnable GL_TEXTURE_2D;
98 glBindTexture GL_TEXTURE_2D, 41;
99 glColor 1, 1, 1, 1;
100 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
101 glEnable GL_BLEND;
102 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
103 glBegin GL_QUADS;
104 glTexCoord 0,1; glVertex 0,0;
105 glTexCoord 1,1; glVertex 255,0;
106 glTexCoord 1,0; glVertex 255,255;
107 glTexCoord 0,0; glVertex 0,255;
108 glEnd;
109 glDisable GL_BLEND;
110 glDisable GL_TEXTURE_2D;
111 }
112
63set_face 4783 => 70 113set_face 4783 => 70
64libpng warning: Ignoring gAMA chunk with gamma=0 114libpng warning: Ignoring gAMA chunk with gamma=0
65allocating id 71 115allocating id 71
66OK 116OK
67set_face 4782 => 71 117set_face 4782 => 71
73allocating id 73 123allocating id 73
74OK 124OK
75set_face 4784 => 73 125set_face 4784 => 73
76libpng warning: Ignoring gAMA chunk with gamma=0 126libpng warning: Ignoring gAMA chunk with gamma=0
77 127
128 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.
129 /*first pass*/
130 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 if (premultpliedTransparency)
133 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
134 else
135 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
136 /*render the object here*/
137
138 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:
139 /*second pass*/
140 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
141 glDepthMask(FALSE); /*disable Z buffer*/
142 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
143 /*render the object with alpha replaced with 1-a*/
144
145 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:
146 /*third pass*/
147 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
148 glDepthMask(TRUE); /*enable Z buffer*/
149 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
150 /*render the object with alpha replaced with 1*/
151
152

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