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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.78 by root, Wed May 24 21:59:53 2006 UTC vs.
Revision 1.214 by elmex, Sat Jul 22 12:18:01 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: win32, fow_tetxure sometimes nukes other textures 11- PANGO: create upstream-patch for inclusion into pango
12 (mostly fixed, but still there: displays list and texture uploads do not go well together) 12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- IMPORTANT: lose/regain mapping might clear messgae log 13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works.
14 (maybe this happens when its being updated when the window isn't mapped => no
15 window context?)
16 (this might be fixed now, watch out for it)
17- IMPORTANT:_ map feedback... e.g. when clicking on it
18- IMPORTANT: ' and " and / should go into compketer :)
19- IMPORTANT: '.' in map should repeat last command
20- IMPORTANT: user interface (window positions etc.) should be saved, but
21 b) widget layout is nontrivial as to not obscure map
22 c) need better way to center map then middle-button, maybe map overview
23 (but updates will be slow UPDATE updates are not at all slow).
24- IMPORTANT: focus mapwidget on login
25 14
15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played)
16- spells ordering for complete different for different users (maybe stored in hash?)
17- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
18 => either using bg attribute, or something else. neither way is currently implementable, imho
19 => or maybe using an extra icon for curses/magic items?)
20 maybe drag&drop, otherwise two containers side-by-side makes little sense.
21 show player weight/max weight in inventory
22 offer common options such as use_skill sense xxx etc. in inventory via menu?
23 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
24 make simple inventory filters: most recently added/changed, normal, only unlocked
25- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
26- 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.
27- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
28- all dialogs should be closable with "Esc"
29- close completer when connection dies
30- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
31- notebook should provide a visual feedback (support from button class?)
32- buttons should support hovering visually
33- experience change messages should include skill experience
34- minor: skill list which lets u bind stuff
35- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit)
38- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
39
26should be solved/investitaged before release: 40should be solved/investigated before 1.0 release:
27- auto-download of all faces from the server in the bg. 41- playerbook/skills should have sensible tooltips with skill descriptions
28- many sliders should have labels attached. 42- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
29- widgets need to know about their visibility. the inventory 43- NPC dialog box should have close button which finishes the dialog
30 completely redraws itself on every animation change, even when its not visible. 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
65- save only dirty cached maps, and save dirty maps != current map
66- look into extendedmapinfo
67- completer should know more about arguments, e.g. cast summon pet monster,
68 or that some commands do not take arguments ("drop all").
69- sliders do not change size after reconfigure.
70- enter runmode when cursor-key repeats (maybe not?)
31- cairo/win32 looks like shit (premultiplied alpha bug?) 71- cairo/win32 looks like shit (premultiplied alpha bug?)
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 72 (despite horrendous efforts, this is likely not fixable except by building a custom
33 (after starting, pressing login with connection refused, then close window) 73 libcairo for win32).
34- flopper/menu imrpovement: 74 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
35 * things that are menus should act more like menus
36 * inmventory etc. should fade-in automatically when used
37- add menu itemds for inventory items: mark/inscribe etc.
38- remove wrap_mode hack from texture and make it a per-texture operation
39- enter runmode when cursor-key repeats
40- mapmap (overview) - scroll visible area by clicking/dragging
41- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
42- maybe move window managing functionality into toplevel
43- better window management (graphical feedback)
44
45low priority:
46- textview should not snap to bottom on resize.
47- alt+2cursor == diagonal
48- look into extendedmapinfo
49- save only dirty cached maps, and save dirty maps != current map
50- inventory update must be incremental (too slow) (really? check)
51- try to synchronize local animation speed with server updates to save on screen refreshes.
52- player list from server for tell etc. commands
53- examine etc., should use extendeddrawinfo or sth. similar
54- 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.).
55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56- performance: use texture collections for upstream server data instead if gobs 76- performance: use texture collections for upstream server data instead if gobs
57 of small textures. 77 of small textures.
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
59 affect neighbouring visible pixels (border bleeding).
60- pango fontsize measure and decrease to achieve real pixel height
61 78
62TEMPORARY SERVER TODO: 79TEMPORARY SERVER TODO:
80- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
63- palyer peaceful setting should be independen of game peaceful setting 81- palyer peaceful setting should be independen of game peaceful setting
64 (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
65 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
66 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
67 but not otherwise shown). 85 but not otherwise shown).
74 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
75- 10) (feature request): bug/typo/idea commands to automatically log 93- 10) (feature request): bug/typo/idea commands to automatically log
76 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
77 item, if you do 'bug <item>'). 95 item, if you do 'bug <item>').
78 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
79set_face 4783 => 70 116set_face 4783 => 70
80libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
81allocating id 71 118allocating id 71
82OK 119OK
83set_face 4782 => 71 120set_face 4782 => 71
89allocating id 73 126allocating id 73
90OK 127OK
91set_face 4784 => 73 128set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0 129libpng warning: Ignoring gAMA chunk with gamma=0
93 130
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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