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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.55 by root, Wed May 17 10:14:52 2006 UTC vs.
Revision 1.210 by root, Tue Jul 18 06:56:35 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- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 13- spells ordering for complete different for different users (maybe stored in hash?)
14- IMPORTANT: inventory update must be incremental (too slow) (really? check) 14- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
15- IMPORTANT: user interface (window positions etc.) should be saved, but 15 => either using bg attribute, or something else. neither way is currently implementable, imho
16 b) widget layout is nontrivial as to not obscure map 16 => or maybe using an extra icon for curses/magic items?)
17 c) need better way to center map then middle-button, maybe map overview 17 maybe drag&drop, otherwise two containers side-by-side makes little sense.
18 (but updates will be slow UPDATE updates are not at all slow). 18 show player weight/max weight in inventory
19- IMPORTANT: animate faces in inventory etc. 19 offer common options such as use_skill sense xxx etc. in inventory via menu?
20- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 20 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
21- IMPORTANT: verify and correct connection-dependent texture management 21 make simple inventory filters: most recently added/changed, normal, only unlocked
22- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
23- 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.
24- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
25- all dialogs should be closable with "Esc"
26- close completer when connection dies
27- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
28- notebook should provide a visual feedback (support from button class?)
29- buttons should support hovering visually
30- experience change messages should include skill experience
31- minor: skill list which lets u bind stuff
32- floorbox should show currently open container
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit)
36- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
22 37
23should be solved/investitaged before release: 38should be solved/investigated before 1.0 release:
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 39- playerbook/skills should have sensible tooltips with skill descriptions
25 (after starting, pressing login with connection refused, then close window) 40- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
26- flopper/menu imrpovement: 41- NPC dialog box should have close button which finishes the dialog
27 * things that are menus should act more like menus
28 * inmventory etc. should fade-in automatically when used
29- remove wrap_mode hack from texture and make it a per-texture operation
30- enter runmode when cursor-key repeats
31- mapmap (overview) - scroll visible area by clicking/dragging 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 topmost 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:
56- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
57 (maybe sth. else causes the slowness, such as database?)
58- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
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
32- save only dirty cached maps, and save dirty maps != current map 63- save only dirty cached maps, and save dirty maps != current map
33- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
34- maybe move window managing functionality into toplevel
35- better window management (feedback)
36- look into extendedmapinfo 64- look into extendedmapinfo
37- 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,
38 66 or that some commands do not take arguments ("drop all").
39low priority: 67- sliders do not change size after reconfigure.
40- player list from server for tell etc. commands 68- enter runmode when cursor-key repeats (maybe not?)
41- examine etc., should use extendeddrawinfo or sth. similar 69- cairo/win32 looks like shit (premultiplied alpha bug?)
70 (despite horrendous efforts, this is likely not fixable except by building a custom
71 libcairo for win32).
72 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
42- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 73- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
43- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
44- performance: use texture collections for upstream server data instead if gobs 74- performance: use texture collections for upstream server data instead if gobs
45 of small textures. 75 of small textures.
46- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
47 affect neighbouring visible pixels (border bleeding).
48- pango fontsize measure and decrease to achieve real pixel height
49 76
50TEMPORARY SERVER TODO: 77TEMPORARY SERVER TODO:
78- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
51- palyer peaceful setting should be independen of game peaceful setting 79- palyer peaceful setting should be independen of game peaceful setting
52 (i.e. one should be able to become hostile against guards but still 80 (i.e. one should be able to become hostile against guards but still
53 be peaceful - the palyer peaceful would be toggled by priests and shown 81 be peaceful - the palyer peaceful would be toggled by priests and shown
54 in who, the game peaceful steting would be toggled by the peaceful command 82 in who, the game peaceful steting would be toggled by the peaceful command
55 but not otherwise shown). 83 but not otherwise shown).
62 be an attack (mentioned before). You also get no exp for this 90 be an attack (mentioned before). You also get no exp for this
63- 10) (feature request): bug/typo/idea commands to automatically log 91- 10) (feature request): bug/typo/idea commands to automatically log
64 your comments, with the mentioning of the current map (and perhaps an 92 your comments, with the mentioning of the current map (and perhaps an
65 item, if you do 'bug <item>'). 93 item, if you do 'bug <item>').
66 94
95
96 #TODO#d# display texture cache
97 {
98 glEnable GL_TEXTURE_2D;
99 glBindTexture GL_TEXTURE_2D, 41;
100 glColor 1, 1, 1, 1;
101 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
102 glEnable GL_BLEND;
103 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
104 glBegin GL_QUADS;
105 glTexCoord 0,1; glVertex 0,0;
106 glTexCoord 1,1; glVertex 255,0;
107 glTexCoord 1,0; glVertex 255,255;
108 glTexCoord 0,0; glVertex 0,255;
109 glEnd;
110 glDisable GL_BLEND;
111 glDisable GL_TEXTURE_2D;
112 }
113
67set_face 4783 => 70 114set_face 4783 => 70
68libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
69allocating id 71 116allocating id 71
70OK 117OK
71set_face 4782 => 71 118set_face 4782 => 71
77allocating id 73 124allocating id 73
78OK 125OK
79set_face 4784 => 73 126set_face 4784 => 73
80libpng warning: Ignoring gAMA chunk with gamma=0 127libpng warning: Ignoring gAMA chunk with gamma=0
81 128
129 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.
130 /*first pass*/
131 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 if (premultpliedTransparency)
134 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
135 else
136 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
137 /*render the object here*/
138
139 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:
140 /*second pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(FALSE); /*disable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1-a*/
145
146 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:
147 /*third pass*/
148 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
149 glDepthMask(TRUE); /*enable Z buffer*/
150 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
151 /*render the object with alpha replaced with 1*/
152
153

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