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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.58 by root, Wed May 17 22:59:13 2006 UTC vs.
Revision 1.222 by elmex, Fri Jul 28 09:27:33 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: lose/regain mapping might clear messgae log 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- IMPORTANT: '.' in map should repeat last command 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14- important: center and improve dialogs (create cFClient::UI::Dialog)
15- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
16- IMPORTANT: inventory update must be incremental (too slow) (really? check)
17- IMPORTANT: user interface (window positions etc.) should be saved, but
18 b) widget layout is nontrivial as to not obscure map
19 c) need better way to center map then middle-button, maybe map overview
20 (but updates will be slow UPDATE updates are not at all slow).
21- IMPORTANT: animate faces in inventory etc.
22- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
23- IMPORTANT: verify and correct connection-dependent texture management
24 14
15- REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is
16
17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
18- spells ordering completely different for different users (maybe stored in hash?)
19- identify inventory hover slowness and fix it (schmorp)
20- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
21 => either using bg attribute, or something else. neither way is currently implementable, imho
22 => or maybe using an extra icon for curses/magic items?)
23 offer common options such as use_skill sense xxx etc. in inventory via menu?
24 make simple inventory filters: most recently added/changed, normal, only unlocked
25- floorbox out-of-screen after resizing (schmorp)
26- skill book - tooltips with description and bind-to-key (schmorp)
27- all dialogs should be closable with "Esc"
28- notebooks should provide visual feedback (support from button class?)
29- buttons should support hovering visually
30- minor: skill list which lets u bind stuff
31- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32
25should be solved/investitaged before release: 33should be solved/investigated before 1.0 release:
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
37- playerbook/skills should have sensible tooltips with skill descriptions
38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
39- NPC dialog box should have close button which finishes the dialog
40- mapmap (overview) - scroll visible area by clicking/dragging
41- binding window and editor layout broken for long recordings => use scroller
42- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts.
44- maybe support mb4/mb5 on selected widgets to facilitate scrolling
45 (inventory, spell list, messge log...) => marc
46- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
47- but fullscreen => minimize (alt-esc) => no way to go back [windows]
48- spell list => scroll down => "Pickup" => scrollbar not updated
49- what happened to the dialog being shown when modifiers are pressed, showing
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52
53post-1.0:
26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 54- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
27 (after starting, pressing login with connection refused, then close window) 55 (after starting, press quit)
28- flopper/menu imrpovement: 56- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
29 * things that are menus should act more like menus 57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
30 * inmventory etc. should fade-in automatically when used 58 affect neighbouring visible pixels (border bleeding).
31- add menu itemds for inventory items: mark/inscribe etc. 59- examine etc., should use extendeddrawinfo or sth. similar
32- remove wrap_mode hack from texture and make it a per-texture operation 60- player list from server for tell etc. commands
33- enter runmode when cursor-key repeats
34- mapmap (overview) - scroll visible area by clicking/dragging
35- save only dirty cached maps, and save dirty maps != current map 61- save only dirty cached maps, and save dirty maps != current map
36- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
37- maybe move window managing functionality into toplevel
38- better window management (feedback)
39- look into extendedmapinfo 62- look into extendedmapinfo
40- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 63- completer should know more about arguments, e.g. cast summon pet monster,
41 64 or that some commands do not take arguments ("drop all").
42low priority: 65- sliders do not change size after reconfigure.
43- player list from server for tell etc. commands 66- enter runmode when cursor-key repeats (maybe not?)
44- examine etc., should use extendeddrawinfo or sth. similar
45- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
46- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
47- performance: use texture collections for upstream server data instead if gobs 68- performance: use texture collections for upstream server data instead if gobs
48 of small textures. 69 of small textures.
49- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
50 affect neighbouring visible pixels (border bleeding).
51- pango fontsize measure and decrease to achieve real pixel height
52 70
53TEMPORARY SERVER TODO: 71TEMPORARY SERVER TODO:
72- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
54- palyer peaceful setting should be independen of game peaceful setting 73- palyer peaceful setting should be independen of game peaceful setting
55 (i.e. one should be able to become hostile against guards but still 74 (i.e. one should be able to become hostile against guards but still
56 be peaceful - the palyer peaceful would be toggled by priests and shown 75 be peaceful - the palyer peaceful would be toggled by priests and shown
57 in who, the game peaceful steting would be toggled by the peaceful command 76 in who, the game peaceful steting would be toggled by the peaceful command
58 but not otherwise shown). 77 but not otherwise shown).
65 be an attack (mentioned before). You also get no exp for this 84 be an attack (mentioned before). You also get no exp for this
66- 10) (feature request): bug/typo/idea commands to automatically log 85- 10) (feature request): bug/typo/idea commands to automatically log
67 your comments, with the mentioning of the current map (and perhaps an 86 your comments, with the mentioning of the current map (and perhaps an
68 item, if you do 'bug <item>'). 87 item, if you do 'bug <item>').
69 88
89
90 #TODO#d# display texture cache
91 {
92 glEnable GL_TEXTURE_2D;
93 glBindTexture GL_TEXTURE_2D, 41;
94 glColor 1, 1, 1, 1;
95 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
96 glEnable GL_BLEND;
97 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
98 glBegin GL_QUADS;
99 glTexCoord 0,1; glVertex 0,0;
100 glTexCoord 1,1; glVertex 255,0;
101 glTexCoord 1,0; glVertex 255,255;
102 glTexCoord 0,0; glVertex 0,255;
103 glEnd;
104 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D;
106 }
107
70set_face 4783 => 70 108set_face 4783 => 70
71libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
72allocating id 71 110allocating id 71
73OK 111OK
74set_face 4782 => 71 112set_face 4782 => 71
80allocating id 73 118allocating id 73
81OK 119OK
82set_face 4784 => 73 120set_face 4784 => 73
83libpng warning: Ignoring gAMA chunk with gamma=0 121libpng warning: Ignoring gAMA chunk with gamma=0
84 122
123 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.
124 /*first pass*/
125 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
126 glDepthMask(FALSE); /*disable Z buffer*/
127 if (premultpliedTransparency)
128 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
129 else
130 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
131 /*render the object here*/
132
133 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:
134 /*second pass*/
135 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
136 glDepthMask(FALSE); /*disable Z buffer*/
137 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
138 /*render the object with alpha replaced with 1-a*/
139
140 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:
141 /*third pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(TRUE); /*enable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1*/
146
147

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