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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.59 by root, Thu May 18 00:20:29 2006 UTC vs.
Revision 1.220 by root, Mon Jul 24 04:24:42 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 (maybe this happens when its being updated when the window isn't mapped => no 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13 window context?) 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
15- IMPORTANT: '.' in map should repeat last command
16- important: center and improve dialogs (create cFClient::UI::Dialog)
17- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
18- IMPORTANT: inventory update must be incremental (too slow) (really? check)
19- IMPORTANT: user interface (window positions etc.) should be saved, but
20 b) widget layout is nontrivial as to not obscure map
21 c) need better way to center map then middle-button, maybe map overview
22 (but updates will be slow UPDATE updates are not at all slow).
23- IMPORTANT: animate faces in inventory etc.
24- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
25- IMPORTANT: verify and correct connection-dependent texture management
26 14
15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
16- spells ordering completely different for different users (maybe stored in hash?)
17- identify inventory hover slowness and fix it (schmorp)
18- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
19 => either using bg attribute, or something else. neither way is currently implementable, imho
20 => or maybe using an extra icon for curses/magic items?)
21 offer common options such as use_skill sense xxx etc. in inventory via menu?
22 make simple inventory filters: most recently added/changed, normal, only unlocked
23- floorbox out-of-screen after resizing (schmorp)
24- skill book - tooltips with description and bind-to-key (schmorp)
25- all dialogs should be closable with "Esc"
26- maybe Quit menu point into map menu (with dialog when logged in, as usual?)
27- notebooks should provide visual feedback (support from button class?)
28- buttons should support hovering visually
29- minor: skill list which lets u bind stuff
30- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
31
27should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
33- use more graphical frames/separators to make dialogs more eye-pleasing/clean
34- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
35- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
36- playerbook/skills should have sensible tooltips with skill descriptions
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- NPC dialog box should have close button which finishes the dialog
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 top 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:
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 53- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, pressing login with connection refused, then close window) 54 (after starting, press quit)
30- flopper/menu imrpovement: 55- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
31 * things that are menus should act more like menus 56- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
32 * inmventory etc. should fade-in automatically when used 57 affect neighbouring visible pixels (border bleeding).
33- add menu itemds for inventory items: mark/inscribe etc. 58- examine etc., should use extendeddrawinfo or sth. similar
34- remove wrap_mode hack from texture and make it a per-texture operation 59- player list from server for tell etc. commands
35- enter runmode when cursor-key repeats
36- mapmap (overview) - scroll visible area by clicking/dragging
37- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
38- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
39- maybe move window managing functionality into toplevel
40- better window management (feedback)
41- look into extendedmapinfo 61- look into extendedmapinfo
42- 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,
43 63 or that some commands do not take arguments ("drop all").
44low priority: 64- sliders do not change size after reconfigure.
45- player list from server for tell etc. commands 65- enter runmode when cursor-key repeats (maybe not?)
46- examine etc., should use extendeddrawinfo or sth. similar
47- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 66- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
48- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
49- performance: use texture collections for upstream server data instead if gobs 67- performance: use texture collections for upstream server data instead if gobs
50 of small textures. 68 of small textures.
51- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
52 affect neighbouring visible pixels (border bleeding).
53- pango fontsize measure and decrease to achieve real pixel height
54 69
55TEMPORARY SERVER TODO: 70TEMPORARY SERVER TODO:
71- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
56- palyer peaceful setting should be independen of game peaceful setting 72- palyer peaceful setting should be independen of game peaceful setting
57 (i.e. one should be able to become hostile against guards but still 73 (i.e. one should be able to become hostile against guards but still
58 be peaceful - the palyer peaceful would be toggled by priests and shown 74 be peaceful - the palyer peaceful would be toggled by priests and shown
59 in who, the game peaceful steting would be toggled by the peaceful command 75 in who, the game peaceful steting would be toggled by the peaceful command
60 but not otherwise shown). 76 but not otherwise shown).
67 be an attack (mentioned before). You also get no exp for this 83 be an attack (mentioned before). You also get no exp for this
68- 10) (feature request): bug/typo/idea commands to automatically log 84- 10) (feature request): bug/typo/idea commands to automatically log
69 your comments, with the mentioning of the current map (and perhaps an 85 your comments, with the mentioning of the current map (and perhaps an
70 item, if you do 'bug <item>'). 86 item, if you do 'bug <item>').
71 87
88
89 #TODO#d# display texture cache
90 {
91 glEnable GL_TEXTURE_2D;
92 glBindTexture GL_TEXTURE_2D, 41;
93 glColor 1, 1, 1, 1;
94 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
95 glEnable GL_BLEND;
96 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
97 glBegin GL_QUADS;
98 glTexCoord 0,1; glVertex 0,0;
99 glTexCoord 1,1; glVertex 255,0;
100 glTexCoord 1,0; glVertex 255,255;
101 glTexCoord 0,0; glVertex 0,255;
102 glEnd;
103 glDisable GL_BLEND;
104 glDisable GL_TEXTURE_2D;
105 }
106
72set_face 4783 => 70 107set_face 4783 => 70
73libpng warning: Ignoring gAMA chunk with gamma=0 108libpng warning: Ignoring gAMA chunk with gamma=0
74allocating id 71 109allocating id 71
75OK 110OK
76set_face 4782 => 71 111set_face 4782 => 71
82allocating id 73 117allocating id 73
83OK 118OK
84set_face 4784 => 73 119set_face 4784 => 73
85libpng warning: Ignoring gAMA chunk with gamma=0 120libpng warning: Ignoring gAMA chunk with gamma=0
86 121
122 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.
123 /*first pass*/
124 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 if (premultpliedTransparency)
127 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
128 else
129 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
130 /*render the object here*/
131
132 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:
133 /*second pass*/
134 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
135 glDepthMask(FALSE); /*disable Z buffer*/
136 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
137 /*render the object with alpha replaced with 1-a*/
138
139 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:
140 /*third pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(TRUE); /*enable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1*/
145
146

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