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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.83 by root, Thu May 25 03:39:56 2006 UTC vs.
Revision 1.204 by root, Tue Jul 11 11:06:33 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: widget resizing works badly (sometiems not, like fountain 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12 in inventory view, or inventory view tables or statusbox entries...) 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: statusbox update timer 13 => or maybe using an extra icon for curses/magic items?)
14- IMPORTANT: statusbox tooltip must not go away on updates 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15- IMPORTANT: history for completer (cursor-up) 15 show player weight/max weight in inventory
16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18 (mostly fixed, but still there: displays list and texture uploads do not go well together) 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORTANT: lose/regain mapping might clear messgae log 19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20 (maybe this happens when its being updated when the window isn't mapped => no 20- 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.
21 window context?) 21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22 (this might be fixed now, watch out for it) 22- IMPORTANT: character creation dialogs broken (stats window etc.): fix
23- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. 23- close completer when connection dies
24- IMPORTANT:_ map feedback... e.g. when clicking on it 24- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
25- IMPORTANT: user interface (window positions etc.) should be saved, but 25- the inventory needs separate scrollbars. unfortunately, that means
26 b) widget layout is nontrivial as to not obscure map 26 addign a manual scrollbar to the other panes (skills and spells :()
27 c) need better way to center map then middle-button, maybe map overview 27- notebook should provide a visual feedback (support form button class?)
28 (but updates will be slow UPDATE updates are not at all slow). 28- buttons should support hovering visually
29 29- experience change messages should include skill experience
30should be solved/investitaged before release: 30- skill page in playerbook (minor: skill list which shows XP and lets u bind stuff)
31- rethink message display in lower left corner 31- floorbox should show currently open container
32- auto-download of all faces from the server in the bg. 32- make simple inventory filters: most recently added/changed, normal, only unlocked
33- many sliders should have labels attached. 33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- widgets need to know about their visibility. the inventory 34- experience
35 completely redraws itself on every animation change, even when its not visible.
36- cairo/win32 looks like shit (premultiplied alpha bug?)
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
38 (after starting, press quit) 36 (after starting, press quit)
39- flopper/menu imrpovement: 37- client sometimes crashes on Mapmenu=>Toggle autopickup
40 * things that are menus should act more like menus 38- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
41 * inmventory etc. should fade-in automatically when used 39
42- add menu itemds for inventory items: mark/inscribe etc. 40should be solved/investigated before 1.0 release:
43- remove wrap_mode hack from texture and make it a per-texture operation 41- NPC dialog box should have close button which finishes the dialog
44- enter runmode when cursor-key repeats
45- mapmap (overview) - scroll visible area by clicking/dragging 42- mapmap (overview) - scroll visible area by clicking/dragging
46- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 43- binding window and editor layout broken for long recordings => use scroller
47- maybe move window managing functionality into toplevel 44- maybe open the help viewer on the first start, or a simple dialog that
48- better window management (graphical feedback) 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.
49 54
50low priority: 55post-1.0:
51- textview should not snap to bottom on resize. 56- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
52- alt+2cursor == diagonal 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
53- look into extendedmapinfo 64- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map 65- completer should know more about arguments, e.g. cast summon pet monster,
55- inventory update must be incremental (too slow) (really? check) 66 or that some commands do not take arguments ("drop all").
56- try to synchronize local animation speed with server updates to save on screen refreshes. 67- sliders do not change size after reconfigure.
57- player list from server for tell etc. commands 68- enter runmode when cursor-key repeats (maybe not?)
58- examine etc., should use extendeddrawinfo or sth. similar 69- cairo/win32 looks like shit (premultiplied alpha bug?)
70 (despite horrendous efforts, this is likely not fixable except by building a custom
71 libcairo for win32).
72 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
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

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