--- deliantra/Deliantra-Client/TODO 2006/05/17 20:52:12 1.57 +++ deliantra/Deliantra-Client/TODO 2006/07/03 22:04:25 1.190 @@ -1,6 +1,6 @@ http://www.vionline.com/sound.html http://www.stonewashed.net/2.html - + http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 12:17 <@schmorp> i do list all libs manually for pclient @@ -8,46 +8,57 @@ 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it -- IMPORTANT: online documentation for the client (rig up a podviewer with textview) -- IMPORTANT: '.' in map should repeat last command -- important: center and improve dialogs (create cFClient::UI::Dialog) -- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so -- IMPORTANT: inventory update must be incremental (too slow) (really? check) -- IMPORTANT: user interface (window positions etc.) should be saved, but - b) widget layout is nontrivial as to not obscure map - c) need better way to center map then middle-button, maybe map overview - (but updates will be slow UPDATE updates are not at all slow). -- IMPORTANT: animate faces in inventory etc. -- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. -- IMPORTANT: verify and correct connection-dependent texture management - -should be solved/investitaged before release: +- IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579. +- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) + maybe drag&drop, otherwise two containers side-by-side makes little sense. + show player weight/max weight in inventory + offer common options such as use_skill sense xxx etc. in inventory via menu? + maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not +- notebook should provide a visual feedback (support form button class?) +- skill page in playerbook +- enable autopickup/disable in right-click menĂ¼ for map +- help window close button +- floorbox should show currently open container +- make simple inventory filters: most recently added/changed, normal, only unlocked +- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! +- minor: skill list which shows XP and lets u bind stuff - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. - (after starting, pressing login with connection refused, then close window) -- flopper/menu imrpovement: - * things that are menus should act more like menus - * inmventory etc. should fade-in automatically when used -- add menu itemds for inventory items: mark/inscribe etc. -- remove wrap_mode hack from texture and make it a per-texture operation -- enter runmode when cursor-key repeats + (after starting, press quit) +- use more graphical frames/separators to make dialogs more eye-pleasing/clean. +- show stat changes in statusbox + +should be solved/investigated before 1.0 release: - mapmap (overview) - scroll visible area by clicking/dragging -- save only dirty cached maps, and save dirty maps != current map -- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges -- maybe move window managing functionality into toplevel -- better window management (feedback) -- look into extendedmapinfo -- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) +- binding window and editor layout broken for long recordings +- maybe open the help viewer on the first start, or a simple dialog that + initially lists keybidings for gcfclient converts. +- maybe support mb4/mb5 on selected widgets to facilitate scrolling + (inventory, spell list, messge log...) => marc +- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) +- but fullscreen => minimize (alt-esc) => no way to go back [windows] +- spell list => scroll down => "Pickup" => scrollbar not updated +- what happened to the dialog being shown when modifiera are pressed, showing + keybindings for this modifier? +- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. -low priority: -- player list from server for tell etc. commands +post-1.0: +- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively + affect neighbouring visible pixels (border bleeding). - examine etc., should use extendeddrawinfo or sth. similar +- player list from server for tell etc. commands +- save only dirty cached maps, and save dirty maps != current map +- look into extendedmapinfo +- completer should know more about arguments, e.g. cast summon pet monster, + or that some commands do not take arguments ("drop all"). +- sliders do not change size after reconfigure. +- enter runmode when cursor-key repeats (maybe not?) +- cairo/win32 looks like shit (premultiplied alpha bug?) + (despite horrendous efforts, this is likely not fixable except by building a custom + libcairo for win32). + (update: disabled antialiasing, this looks bad, but much better than antialiasing) - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). -- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too - performance: use texture collections for upstream server data instead if gobs of small textures. -- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively - affect neighbouring visible pixels (border bleeding). -- pango fontsize measure and decrease to achieve real pixel height TEMPORARY SERVER TODO: - palyer peaceful setting should be independen of game peaceful setting @@ -81,3 +92,28 @@ set_face 4784 => 73 libpng warning: Ignoring gAMA chunk with gamma=0 + 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. + /*first pass*/ + glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ + glDepthMask(FALSE); /*disable Z buffer*/ + if (premultpliedTransparency) + glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + else + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + /*render the object here*/ + + 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: + /*second pass*/ + glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ + glDepthMask(FALSE); /*disable Z buffer*/ + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + /*render the object with alpha replaced with 1-a*/ + + 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: + /*third pass*/ + glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ + glDepthMask(TRUE); /*enable Z buffer*/ + glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); + /*render the object with alpha replaced with 1*/ + +