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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.63 by root, Thu May 18 16:53:55 2006 UTC vs.
Revision 1.219 by root, Sun Jul 23 16:46:06 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: ogg-vorbis not available - crash at startup, handle this better.
15- IMPORTANT:_ map feedback... e.g. when clicking on it
16- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
17- IMPORTANT: '.' in map should repeat last command
18- important: center and improve dialogs (create cFClient::UI::Dialog)
19- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
20- IMPORTANT: inventory update must be incremental (too slow) (really? check)
21- IMPORTANT: user interface (window positions etc.) should be saved, but
22 b) widget layout is nontrivial as to not obscure map
23 c) need better way to center map then middle-button, maybe map overview
24 (but updates will be slow UPDATE updates are not at all slow).
25- IMPORTANT: animate faces in inventory etc.
26- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
27- IMPORTANT: verify and correct connection-dependent texture management
28 14
29should be solved/investitaged before release: 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- speed up Table::find_widget etc. with interval => values type data structure.
18- newbiew* image has wrogn size when shown in Help.
19- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
20 => either using bg attribute, or something else. neither way is currently implementable, imho
21 => or maybe using an extra icon for curses/magic items?)
22 maybe drag&drop, otherwise two containers side-by-side makes little sense.
23 offer common options such as use_skill sense xxx etc. in inventory via menu?
24 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
25 make simple inventory filters: most recently added/changed, normal, only unlocked
26- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
27- floorbox out-of-screen after resizing (schmorp)
28- inventoy window (and probably others) too large after resizing (schmorp)
29- skill book - tooltips with description and bind-to-key (schmorp)
30- all dialogs should be closable with "Esc"
31- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
32- notebook should provide a visual feedback (support from button class?)
33- buttons should support hovering visually
34- minor: skill list which lets u bind stuff
35- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, pressing login with connection refused, then close window) 37 (after starting, press quit)
32- flopper/menu imrpovement: 38- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
33 * things that are menus should act more like menus 39
34 * inmventory etc. should fade-in automatically when used 40should be solved/investigated before 1.0 release:
35- add menu itemds for inventory items: mark/inscribe etc. 41- playerbook/skills should have sensible tooltips with skill descriptions
36- remove wrap_mode hack from texture and make it a per-texture operation 42- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
37- enter runmode when cursor-key repeats 43- NPC dialog box should have close button which finishes the dialog
38- mapmap (overview) - scroll visible area by clicking/dragging 44- mapmap (overview) - scroll visible area by clicking/dragging
45- binding window and editor layout broken for long recordings => use scroller
46- maybe open the help viewer on the first start, or a simple dialog that
47 initially lists keybidings for gcfclient converts.
48- maybe support mb4/mb5 on selected widgets to facilitate scrolling
49 (inventory, spell list, messge log...) => marc
50- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
51- but fullscreen => minimize (alt-esc) => no way to go back [windows]
52- spell list => scroll down => "Pickup" => scrollbar not updated
53- what happened to the dialog being shown when modifiers are pressed, showing
54 keybindings for this modifier?
55- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
56
57post-1.0:
58- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
59 (maybe sth. else causes the slowness, such as database?)
60- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
62 affect neighbouring visible pixels (border bleeding).
63- examine etc., should use extendeddrawinfo or sth. similar
64- player list from server for tell etc. commands
39- save only dirty cached maps, and save dirty maps != current map 65- save only dirty cached maps, and save dirty maps != current map
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
41- maybe move window managing functionality into toplevel
42- better window management (feedback)
43- look into extendedmapinfo 66- look into extendedmapinfo
44- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 67- completer should know more about arguments, e.g. cast summon pet monster,
45 68 or that some commands do not take arguments ("drop all").
46low priority: 69- sliders do not change size after reconfigure.
47- player list from server for tell etc. commands 70- enter runmode when cursor-key repeats (maybe not?)
48- examine etc., should use extendeddrawinfo or sth. similar 71- cairo/win32 looks like shit (premultiplied alpha bug?)
72 (despite horrendous efforts, this is likely not fixable except by building a custom
73 libcairo for win32).
74 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
49- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 75- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
50- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
51- performance: use texture collections for upstream server data instead if gobs 76- performance: use texture collections for upstream server data instead if gobs
52 of small textures. 77 of small textures.
53- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
54 affect neighbouring visible pixels (border bleeding).
55- pango fontsize measure and decrease to achieve real pixel height
56 78
57TEMPORARY SERVER TODO: 79TEMPORARY SERVER TODO:
80- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
58- palyer peaceful setting should be independen of game peaceful setting 81- palyer peaceful setting should be independen of game peaceful setting
59 (i.e. one should be able to become hostile against guards but still 82 (i.e. one should be able to become hostile against guards but still
60 be peaceful - the palyer peaceful would be toggled by priests and shown 83 be peaceful - the palyer peaceful would be toggled by priests and shown
61 in who, the game peaceful steting would be toggled by the peaceful command 84 in who, the game peaceful steting would be toggled by the peaceful command
62 but not otherwise shown). 85 but not otherwise shown).
69 be an attack (mentioned before). You also get no exp for this 92 be an attack (mentioned before). You also get no exp for this
70- 10) (feature request): bug/typo/idea commands to automatically log 93- 10) (feature request): bug/typo/idea commands to automatically log
71 your comments, with the mentioning of the current map (and perhaps an 94 your comments, with the mentioning of the current map (and perhaps an
72 item, if you do 'bug <item>'). 95 item, if you do 'bug <item>').
73 96
97
98 #TODO#d# display texture cache
99 {
100 glEnable GL_TEXTURE_2D;
101 glBindTexture GL_TEXTURE_2D, 41;
102 glColor 1, 1, 1, 1;
103 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
104 glEnable GL_BLEND;
105 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
106 glBegin GL_QUADS;
107 glTexCoord 0,1; glVertex 0,0;
108 glTexCoord 1,1; glVertex 255,0;
109 glTexCoord 1,0; glVertex 255,255;
110 glTexCoord 0,0; glVertex 0,255;
111 glEnd;
112 glDisable GL_BLEND;
113 glDisable GL_TEXTURE_2D;
114 }
115
74set_face 4783 => 70 116set_face 4783 => 70
75libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
76allocating id 71 118allocating id 71
77OK 119OK
78set_face 4782 => 71 120set_face 4782 => 71
84allocating id 73 126allocating id 73
85OK 127OK
86set_face 4784 => 73 128set_face 4784 => 73
87libpng warning: Ignoring gAMA chunk with gamma=0 129libpng warning: Ignoring gAMA chunk with gamma=0
88 130
131 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.
132 /*first pass*/
133 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
134 glDepthMask(FALSE); /*disable Z buffer*/
135 if (premultpliedTransparency)
136 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
137 else
138 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
139 /*render the object here*/
140
141 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:
142 /*second pass*/
143 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
144 glDepthMask(FALSE); /*disable Z buffer*/
145 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
146 /*render the object with alpha replaced with 1-a*/
147
148 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:
149 /*third pass*/
150 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
151 glDepthMask(TRUE); /*enable Z buffer*/
152 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
153 /*render the object with alpha replaced with 1*/
154
155

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