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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.68 by root, Mon May 22 01:28:06 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: skill-pod benutzen! 11- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13 (maybe also for floorbox) 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14- IMPORTANT: quit-button, somewhere!
15 * dialog, der warnt ein savebed aufzusuchen.
16- IMPORTANT: win32, fow_tetxure sometimes nukes other textures
17- IMPORTANT: lose/regain mapping might clear messgae log
18 (maybe this happens when its being updated when the window isn't mapped => no
19 window context?)
20- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
23- IMPORTANT: '.' in map should repeat last command
24- important: center and improve dialogs (create cFClient::UI::Dialog)
25- IMPORTANT: user interface (window positions etc.) should be saved, but
26 b) widget layout is nontrivial as to not obscure map
27 c) need better way to center map then middle-button, maybe map overview
28 (but updates will be slow UPDATE updates are not at all slow).
29- IMPORTANT: verify and correct connection-dependent texture management
30- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
31- IMPORTANT: message log slider goes too far down.
32- IMPORTANT: focus mapwidget on login
33- IMPORTANT: font reconfigure works very badly.
34 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
35should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
36- cairo/win32 looks like shit (premultiplied alpha bug?) 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:
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 53- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, pressing login with connection refused, then close window) 54 (after starting, press quit)
39- flopper/menu imrpovement: 55- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
40 * 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
41 * inmventory etc. should fade-in automatically when used 57 affect neighbouring visible pixels (border bleeding).
42- add menu itemds for inventory items: mark/inscribe etc. 58- examine etc., should use extendeddrawinfo or sth. similar
43- remove wrap_mode hack from texture and make it a per-texture operation 59- player list from server for tell etc. commands
44- enter runmode when cursor-key repeats
45- mapmap (overview) - scroll visible area by clicking/dragging
46- save only dirty cached maps, and save dirty maps != current map 60- save only dirty cached maps, and save dirty maps != current map
47- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
48- maybe move window managing functionality into toplevel
49- better window management (feedback)
50- look into extendedmapinfo 61- look into extendedmapinfo
51- 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,
52 63 or that some commands do not take arguments ("drop all").
53low priority: 64- sliders do not change size after reconfigure.
54- inventory update must be incremental (too slow) (really? check) 65- enter runmode when cursor-key repeats (maybe not?)
55- try to synchronize local animation speed with server updates to save on screen refreshes.
56- player list from server for tell etc. commands
57- examine etc., should use extendeddrawinfo or sth. similar
58- 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.).
59- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
60- performance: use texture collections for upstream server data instead if gobs 67- performance: use texture collections for upstream server data instead if gobs
61 of small textures. 68 of small textures.
62- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
63 affect neighbouring visible pixels (border bleeding).
64- pango fontsize measure and decrease to achieve real pixel height
65 69
66TEMPORARY SERVER TODO: 70TEMPORARY SERVER TODO:
71- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
67- palyer peaceful setting should be independen of game peaceful setting 72- palyer peaceful setting should be independen of game peaceful setting
68 (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
69 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
70 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
71 but not otherwise shown). 76 but not otherwise shown).
78 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
79- 10) (feature request): bug/typo/idea commands to automatically log 84- 10) (feature request): bug/typo/idea commands to automatically log
80 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
81 item, if you do 'bug <item>'). 86 item, if you do 'bug <item>').
82 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
83set_face 4783 => 70 107set_face 4783 => 70
84libpng warning: Ignoring gAMA chunk with gamma=0 108libpng warning: Ignoring gAMA chunk with gamma=0
85allocating id 71 109allocating id 71
86OK 110OK
87set_face 4782 => 71 111set_face 4782 => 71
93allocating id 73 117allocating id 73
94OK 118OK
95set_face 4784 => 73 119set_face 4784 => 73
96libpng warning: Ignoring gAMA chunk with gamma=0 120libpng warning: Ignoring gAMA chunk with gamma=0
97 121
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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