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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.79 by root, Thu May 25 01:26:52 2006 UTC vs.
Revision 1.196 by root, Wed Jul 5 02:16:49 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- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12 (mostly fixed, but still there: displays list and texture uploads do not go well together) 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: lose/regain mapping might clear messgae log 13 => or maybe using an extra icon for curses/magic items?)
14 (maybe this happens when its being updated when the window isn't mapped => no 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15 window context?) 15 show player weight/max weight in inventory
16 (this might be fixed now, watch out for it) 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT:_ map feedback... e.g. when clicking on it 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORTANT: user interface (window positions etc.) should be saved, but 19- the inventory needs separate scrollbars. unfortunately, that means
20 b) widget layout is nontrivial as to not obscure map 20 addign a manual scrollbar to the other panes (skills and spells :()
21 c) need better way to center map then middle-button, maybe map overview 21- notebook should provide a visual feedback (support form button class?)
22 (but updates will be slow UPDATE updates are not at all slow). 22- buttons should support hovering visually
23 23- experience change messages should include skill experience
24should be solved/investitaged before release: 24- skill page in playerbook
25- rethink message display in lower left corner 25- help window close button
26- auto-download of all faces from the server in the bg. 26- floorbox should show currently open container
27- many sliders should have labels attached. 27- make simple inventory filters: most recently added/changed, normal, only unlocked
28- widgets need to know about their visibility. the inventory 28- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
29 completely redraws itself on every animation change, even when its not visible. 29- minor: skill list which shows XP and lets u bind stuff
30- cairo/win32 looks like shit (premultiplied alpha bug?) 30- experience
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 32 (after starting, press quit)
33- flopper/menu imrpovement: 33- client sometimes crashes on Mapmenu=>Toggle autopickup
34 * things that are menus should act more like menus 34- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
35 * inmventory etc. should fade-in automatically when used 35
36- add menu itemds for inventory items: mark/inscribe etc. 36should be solved/investigated before 1.0 release:
37- remove wrap_mode hack from texture and make it a per-texture operation 37- NPC dialog box should have close button which finishes the dialog
38- enter runmode when cursor-key repeats
39- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 39- binding window and editor layout broken for long recordings => use scroller
41- maybe move window managing functionality into toplevel 40- maybe open the help viewer on the first start, or a simple dialog that
42- better window management (graphical feedback) 41 initially lists keybidings for gcfclient converts.
42- maybe support mb4/mb5 on selected widgets to facilitate scrolling
43 (inventory, spell list, messge log...) => marc
44- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
45- but fullscreen => minimize (alt-esc) => no way to go back [windows]
46- spell list => scroll down => "Pickup" => scrollbar not updated
47- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier?
49- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43 50
44low priority: 51post-1.0:
45- textview should not snap to bottom on resize. 52- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
46- alt+2cursor == diagonal 53 (maybe sth. else causes the slowness, such as database?)
54- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56 affect neighbouring visible pixels (border bleeding).
57- examine etc., should use extendeddrawinfo or sth. similar
58- player list from server for tell etc. commands
59- save only dirty cached maps, and save dirty maps != current map
47- look into extendedmapinfo 60- look into extendedmapinfo
48- save only dirty cached maps, and save dirty maps != current map 61- completer should know more about arguments, e.g. cast summon pet monster,
49- inventory update must be incremental (too slow) (really? check) 62 or that some commands do not take arguments ("drop all").
50- try to synchronize local animation speed with server updates to save on screen refreshes. 63- sliders do not change size after reconfigure.
51- player list from server for tell etc. commands 64- enter runmode when cursor-key repeats (maybe not?)
52- examine etc., should use extendeddrawinfo or sth. similar 65- cairo/win32 looks like shit (premultiplied alpha bug?)
66 (despite horrendous efforts, this is likely not fixable except by building a custom
67 libcairo for win32).
68 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
54- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
55- performance: use texture collections for upstream server data instead if gobs 70- performance: use texture collections for upstream server data instead if gobs
56 of small textures. 71 of small textures.
57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
58 affect neighbouring visible pixels (border bleeding).
59- pango fontsize measure and decrease to achieve real pixel height
60 72
61TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
62- palyer peaceful setting should be independen of game peaceful setting 75- palyer peaceful setting should be independen of game peaceful setting
63 (i.e. one should be able to become hostile against guards but still 76 (i.e. one should be able to become hostile against guards but still
64 be peaceful - the palyer peaceful would be toggled by priests and shown 77 be peaceful - the palyer peaceful would be toggled by priests and shown
65 in who, the game peaceful steting would be toggled by the peaceful command 78 in who, the game peaceful steting would be toggled by the peaceful command
66 but not otherwise shown). 79 but not otherwise shown).
73 be an attack (mentioned before). You also get no exp for this 86 be an attack (mentioned before). You also get no exp for this
74- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
75 your comments, with the mentioning of the current map (and perhaps an 88 your comments, with the mentioning of the current map (and perhaps an
76 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
77 90
91
92 #TODO#d# display texture cache
93 {
94 glEnable GL_TEXTURE_2D;
95 glBindTexture GL_TEXTURE_2D, 41;
96 glColor 1, 1, 1, 1;
97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
98 glEnable GL_BLEND;
99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
100 glBegin GL_QUADS;
101 glTexCoord 0,1; glVertex 0,0;
102 glTexCoord 1,1; glVertex 255,0;
103 glTexCoord 1,0; glVertex 255,255;
104 glTexCoord 0,0; glVertex 0,255;
105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
109
78set_face 4783 => 70 110set_face 4783 => 70
79libpng warning: Ignoring gAMA chunk with gamma=0 111libpng warning: Ignoring gAMA chunk with gamma=0
80allocating id 71 112allocating id 71
81OK 113OK
82set_face 4782 => 71 114set_face 4782 => 71
88allocating id 73 120allocating id 73
89OK 121OK
90set_face 4784 => 73 122set_face 4784 => 73
91libpng warning: Ignoring gAMA chunk with gamma=0 123libpng warning: Ignoring gAMA chunk with gamma=0
92 124
125 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.
126 /*first pass*/
127 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/
129 if (premultpliedTransparency)
130 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
131 else
132 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
133 /*render the object here*/
134
135 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:
136 /*second pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(FALSE); /*disable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1-a*/
141
142 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:
143 /*third pass*/
144 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
145 glDepthMask(TRUE); /*enable Z buffer*/
146 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
147 /*render the object with alpha replaced with 1*/
148
149

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