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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.75 by root, Wed May 24 03:29:38 2006 UTC vs.
Revision 1.193 by root, Tue Jul 4 23:44:23 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- IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579.
12 (maybe also for floorbox) 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 13 => either using bg attribute, or something else. neither way is currently implementable, imho
14- IMPORTANT: lose/regain mapping might clear messgae log 14 => or maybe using an extra icon for curses/magic items?)
15 (maybe this happens when its being updated when the window isn't mapped => no 15 maybe drag&drop, otherwise two containers side-by-side makes little sense.
16 window context?) 16 show player weight/max weight in inventory
17 (this might be fixed now, watch out for it) 17 offer common options such as use_skill sense xxx etc. in inventory via menu?
18- IMPORTANT:_ map feedback... e.g. when clicking on it 18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
19- IMPORTANT: ' and " and / should go into compketer :) 19- notebook should provide a visual feedback (support form button class?)
20- IMPORTANT: '.' in map should repeat last command 20- IMPORTANT: store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
21- IMPORTANT: user interface (window positions etc.) should be saved, but 21- skill page in playerbook
22 b) widget layout is nontrivial as to not obscure map 22- enable autopickup/disable in right-click menĂ¼ for map
23 c) need better way to center map then middle-button, maybe map overview 23- help window close button
24 (but updates will be slow UPDATE updates are not at all slow). 24- floorbox should show currently open container
25- IMPORTANT: focus mapwidget on login 25- make simple inventory filters: most recently added/changed, normal, only unlocked
26- IMPORTANT: font reconfigure works very badly. 26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- minor: skill list which shows XP and lets u bind stuff
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, press quit)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
27 31
28should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
29- auto-download of all faces from the server in the bg. 33- mapmap (overview) - scroll visible area by clicking/dragging
30- many sliders should have labels attached. 34- binding window and editor layout broken for long recordings
31- widgets need to know about their visibility. the inventory 35- maybe open the help viewer on the first start, or a simple dialog that
32 completely redraws itself on every animation change, even when its not visible. 36 initially lists keybidings for gcfclient converts.
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
40- but fullscreen => minimize (alt-esc) => no way to go back [windows]
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45
46post-1.0:
47- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49 affect neighbouring visible pixels (border bleeding).
50- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands
52- save only dirty cached maps, and save dirty maps != current map
53- look into extendedmapinfo
54- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all").
56- sliders do not change size after reconfigure.
57- enter runmode when cursor-key repeats (maybe not?)
33- cairo/win32 looks like shit (premultiplied alpha bug?) 58- cairo/win32 looks like shit (premultiplied alpha bug?)
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 59 (despite horrendous efforts, this is likely not fixable except by building a custom
35 (after starting, pressing login with connection refused, then close window) 60 libcairo for win32).
36- flopper/menu imrpovement: 61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
37 * things that are menus should act more like menus
38 * inmventory etc. should fade-in automatically when used
39- add menu itemds for inventory items: mark/inscribe etc.
40- remove wrap_mode hack from texture and make it a per-texture operation
41- enter runmode when cursor-key repeats
42- mapmap (overview) - scroll visible area by clicking/dragging
43- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
44- maybe move window managing functionality into toplevel
45- better window management (graphical feedback)
46
47low priority:
48- alt+2cursor == diagonal
49- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map
51- inventory update must be incremental (too slow) (really? check)
52- try to synchronize local animation speed with server updates to save on screen refreshes.
53- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
57- performance: use texture collections for upstream server data instead if gobs 63- performance: use texture collections for upstream server data instead if gobs
58 of small textures. 64 of small textures.
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- pango fontsize measure and decrease to achieve real pixel height
62 65
63TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
64- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
65 (i.e. one should be able to become hostile against guards but still 68 (i.e. one should be able to become hostile against guards but still
66 be peaceful - the palyer peaceful would be toggled by priests and shown 69 be peaceful - the palyer peaceful would be toggled by priests and shown
75 be an attack (mentioned before). You also get no exp for this 78 be an attack (mentioned before). You also get no exp for this
76- 10) (feature request): bug/typo/idea commands to automatically log 79- 10) (feature request): bug/typo/idea commands to automatically log
77 your comments, with the mentioning of the current map (and perhaps an 80 your comments, with the mentioning of the current map (and perhaps an
78 item, if you do 'bug <item>'). 81 item, if you do 'bug <item>').
79 82
83
84 #TODO#d# display texture cache
85 {
86 glEnable GL_TEXTURE_2D;
87 glBindTexture GL_TEXTURE_2D, 41;
88 glColor 1, 1, 1, 1;
89 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
90 glEnable GL_BLEND;
91 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
92 glBegin GL_QUADS;
93 glTexCoord 0,1; glVertex 0,0;
94 glTexCoord 1,1; glVertex 255,0;
95 glTexCoord 1,0; glVertex 255,255;
96 glTexCoord 0,0; glVertex 0,255;
97 glEnd;
98 glDisable GL_BLEND;
99 glDisable GL_TEXTURE_2D;
100 }
101
80set_face 4783 => 70 102set_face 4783 => 70
81libpng warning: Ignoring gAMA chunk with gamma=0 103libpng warning: Ignoring gAMA chunk with gamma=0
82allocating id 71 104allocating id 71
83OK 105OK
84set_face 4782 => 71 106set_face 4782 => 71
90allocating id 73 112allocating id 73
91OK 113OK
92set_face 4784 => 73 114set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
94 116
117 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.
118 /*first pass*/
119 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
120 glDepthMask(FALSE); /*disable Z buffer*/
121 if (premultpliedTransparency)
122 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
123 else
124 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
125 /*render the object here*/
126
127 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:
128 /*second pass*/
129 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
130 glDepthMask(FALSE); /*disable Z buffer*/
131 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
132 /*render the object with alpha replaced with 1-a*/
133
134 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:
135 /*third pass*/
136 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
137 glDepthMask(TRUE); /*enable Z buffer*/
138 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
139 /*render the object with alpha replaced with 1*/
140
141

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