ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.66 by root, Fri May 19 23:18:40 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 11- the inventory needs separate scrollbars. unfortunately, that means
12 (maybe also for floorbox) 12 addign a manual scrollbar to the other panes (skills and spells :()
13- IMPORTANT: quit-button, somewhere! 13- spells ordering for complete different for different users (maybe stored in hash?)
14- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 14- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
15- IMPORTANT: lose/regain mapping might clear messgae log 15 => either using bg attribute, or something else. neither way is currently implementable, imho
16 (maybe this happens when its being updated when the window isn't mapped => no 16 => or maybe using an extra icon for curses/magic items?)
17 window context?) 17 maybe drag&drop, otherwise two containers side-by-side makes little sense.
18- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 18 show player weight/max weight in inventory
19- IMPORTANT:_ map feedback... e.g. when clicking on it 19 offer common options such as use_skill sense xxx etc. in inventory via menu?
20- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 20 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
21- IMPORTANT: '.' in map should repeat last command 21 make simple inventory filters: most recently added/changed, normal, only unlocked
22- important: center and improve dialogs (create cFClient::UI::Dialog) 22- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
23- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 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: inventory update must be incremental (too slow) (really? check) 24- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
25- IMPORTANT: user interface (window positions etc.) should be saved, but 25- all dialogs should be closable with "Esc"
26 b) widget layout is nontrivial as to not obscure map 26- close completer when connection dies
27 c) need better way to center map then middle-button, maybe map overview 27- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
28 (but updates will be slow UPDATE updates are not at all slow). 28- notebook should provide a visual feedback (support from button class?)
29- IMPORTANT: animate faces in inventory etc. 29- buttons should support hovering visually
30- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 30- experience change messages should include skill experience
31- IMPORTANT: verify and correct connection-dependent texture management 31- minor: skill list which lets u bind stuff
32- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise 32- floorbox should show currently open container
33- IMPORTANT: message log slider goes too far down. 33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- IMPORTANT: focus mapwidget on login 34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35- IMPORTANT: font reconfigure works very badly. 35 (after starting, press quit)
36- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
36 37
37should be solved/investitaged before release: 38should be solved/investigated before 1.0 release:
39- playerbook/skills should have sensible tooltips with skill descriptions
40- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
41- NPC dialog box should have close button which finishes the dialog
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
63- save only dirty cached maps, and save dirty maps != current map
64- look into extendedmapinfo
65- completer should know more about arguments, e.g. cast summon pet monster,
66 or that some commands do not take arguments ("drop all").
67- sliders do not change size after reconfigure.
68- enter runmode when cursor-key repeats (maybe not?)
38- cairo/win32 looks like shit (premultiplied alpha bug?) 69- cairo/win32 looks like shit (premultiplied alpha bug?)
39- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 70 (despite horrendous efforts, this is likely not fixable except by building a custom
40 (after starting, pressing login with connection refused, then close window) 71 libcairo for win32).
41- flopper/menu imrpovement: 72 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
42 * things that are menus should act more like menus
43 * inmventory etc. should fade-in automatically when used
44- add menu itemds for inventory items: mark/inscribe etc.
45- remove wrap_mode hack from texture and make it a per-texture operation
46- enter runmode when cursor-key repeats
47- mapmap (overview) - scroll visible area by clicking/dragging
48- save only dirty cached maps, and save dirty maps != current map
49- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
50- maybe move window managing functionality into toplevel
51- better window management (feedback)
52- look into extendedmapinfo
53- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
54
55low priority:
56- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar
59- 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.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
61- performance: use texture collections for upstream server data instead if gobs 74- performance: use texture collections for upstream server data instead if gobs
62 of small textures. 75 of small textures.
63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
64 affect neighbouring visible pixels (border bleeding).
65- pango fontsize measure and decrease to achieve real pixel height
66 76
67TEMPORARY SERVER TODO: 77TEMPORARY SERVER TODO:
78- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting 79- palyer peaceful setting should be independen of game peaceful setting
69 (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
70 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
71 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
72 but not otherwise shown). 83 but not otherwise shown).
79 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
80- 10) (feature request): bug/typo/idea commands to automatically log 91- 10) (feature request): bug/typo/idea commands to automatically log
81 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
82 item, if you do 'bug <item>'). 93 item, if you do 'bug <item>').
83 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
84set_face 4783 => 70 114set_face 4783 => 70
85libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
86allocating id 71 116allocating id 71
87OK 117OK
88set_face 4782 => 71 118set_face 4782 => 71
94allocating id 73 124allocating id 73
95OK 125OK
96set_face 4784 => 73 126set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0 127libpng warning: Ignoring gAMA chunk with gamma=0
98 128
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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines