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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.85 by root, Thu May 25 03:48:03 2006 UTC vs.
Revision 1.205 by root, Thu Jul 13 01:06:01 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: investigate apply problem (neither space nor completer could apply anymore) 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- IMPORTANT: learning spells does not make them show up automatically in the completer? 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: widget resizing works badly (sometiems not, like fountain 13 => or maybe using an extra icon for curses/magic items?)
14 in inventory view, or inventory view tables or statusbox entries...) 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15- IMPORTANT: statusbox update timer 15 show player weight/max weight in inventory
16- IMPORTANT: statusbox tooltip must not go away on updates 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17- IMPORTANT: history for completer (cursor-up) 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20 (mostly fixed, but still there: displays list and texture uploads do not go well together) 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- IMPORTANT: lose/regain mapping might clear messgae log 21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22 (maybe this happens when its being updated when the window isn't mapped => no 22- IMPORTANT: character creation dialogs broken (stats window etc.): fix
23 window context?) 23- close completer when connection dies
24 (this might be fixed now, watch out for it) 24- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
25- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. 25- the inventory needs separate scrollbars. unfortunately, that means
26- IMPORTANT:_ map feedback... e.g. when clicking on it 26 addign a manual scrollbar to the other panes (skills and spells :()
27- IMPORTANT: user interface (window positions etc.) should be saved, but 27- notebook should provide a visual feedback (support form button class?)
28 b) widget layout is nontrivial as to not obscure map 28- buttons should support hovering visually
29 c) need better way to center map then middle-button, maybe map overview 29- experience change messages should include skill experience
30 (but updates will be slow UPDATE updates are not at all slow). 30- skill page in playerbook (minor: skill list which shows XP and lets u bind stuff)
31 31- floorbox should show currently open container
32should be solved/investitaged before release: 32- make simple inventory filters: most recently added/changed, normal, only unlocked
33- rethink message display in lower left corner 33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- auto-download of all faces from the server in the bg. 34- experience
35- many sliders should have labels attached.
36- widgets need to know about their visibility. the inventory
37 completely redraws itself on every animation change, even when its not visible.
38- cairo/win32 looks like shit (premultiplied alpha bug?)
39- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
40 (after starting, press quit) 36 (after starting, press quit)
41- flopper/menu imrpovement: 37- client sometimes crashes on Mapmenu=>Toggle autopickup
42 * 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
43 * inmventory etc. should fade-in automatically when used 39
44- add menu itemds for inventory items: mark/inscribe etc. 40should be solved/investigated before 1.0 release:
45- remove wrap_mode hack from texture and make it a per-texture operation 41- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
46- enter runmode when cursor-key repeats 42- NPC dialog box should have close button which finishes the dialog
47- mapmap (overview) - scroll visible area by clicking/dragging 43- mapmap (overview) - scroll visible area by clicking/dragging
48- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 44- binding window and editor layout broken for long recordings => use scroller
49- maybe move window managing functionality into toplevel 45- maybe open the help viewer on the first start, or a simple dialog that
50- better window management (graphical feedback) 46 initially lists keybidings for gcfclient converts.
47- maybe support mb4/mb5 on selected widgets to facilitate scrolling
48 (inventory, spell list, messge log...) => marc
49- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
50- but fullscreen => minimize (alt-esc) => no way to go back [windows]
51- spell list => scroll down => "Pickup" => scrollbar not updated
52- what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier?
54- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
51 55
52low priority: 56post-1.0:
53- textview should not snap to bottom on resize. 57- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
54- alt+2cursor == diagonal 58 (maybe sth. else causes the slowness, such as database?)
59- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding).
62- examine etc., should use extendeddrawinfo or sth. similar
63- player list from server for tell etc. commands
64- save only dirty cached maps, and save dirty maps != current map
55- look into extendedmapinfo 65- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map 66- completer should know more about arguments, e.g. cast summon pet monster,
57- inventory update must be incremental (too slow) (really? check) 67 or that some commands do not take arguments ("drop all").
58- try to synchronize local animation speed with server updates to save on screen refreshes. 68- sliders do not change size after reconfigure.
59- player list from server for tell etc. commands 69- enter runmode when cursor-key repeats (maybe not?)
60- examine etc., should use extendeddrawinfo or sth. similar 70- cairo/win32 looks like shit (premultiplied alpha bug?)
71 (despite horrendous efforts, this is likely not fixable except by building a custom
72 libcairo for win32).
73 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 74- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
63- performance: use texture collections for upstream server data instead if gobs 75- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 76 of small textures.
65- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
66 affect neighbouring visible pixels (border bleeding).
67- pango fontsize measure and decrease to achieve real pixel height
68 77
69TEMPORARY SERVER TODO: 78TEMPORARY SERVER TODO:
79- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
70- palyer peaceful setting should be independen of game peaceful setting 80- palyer peaceful setting should be independen of game peaceful setting
71 (i.e. one should be able to become hostile against guards but still 81 (i.e. one should be able to become hostile against guards but still
72 be peaceful - the palyer peaceful would be toggled by priests and shown 82 be peaceful - the palyer peaceful would be toggled by priests and shown
73 in who, the game peaceful steting would be toggled by the peaceful command 83 in who, the game peaceful steting would be toggled by the peaceful command
74 but not otherwise shown). 84 but not otherwise shown).
81 be an attack (mentioned before). You also get no exp for this 91 be an attack (mentioned before). You also get no exp for this
82- 10) (feature request): bug/typo/idea commands to automatically log 92- 10) (feature request): bug/typo/idea commands to automatically log
83 your comments, with the mentioning of the current map (and perhaps an 93 your comments, with the mentioning of the current map (and perhaps an
84 item, if you do 'bug <item>'). 94 item, if you do 'bug <item>').
85 95
96
97 #TODO#d# display texture cache
98 {
99 glEnable GL_TEXTURE_2D;
100 glBindTexture GL_TEXTURE_2D, 41;
101 glColor 1, 1, 1, 1;
102 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103 glEnable GL_BLEND;
104 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105 glBegin GL_QUADS;
106 glTexCoord 0,1; glVertex 0,0;
107 glTexCoord 1,1; glVertex 255,0;
108 glTexCoord 1,0; glVertex 255,255;
109 glTexCoord 0,0; glVertex 0,255;
110 glEnd;
111 glDisable GL_BLEND;
112 glDisable GL_TEXTURE_2D;
113 }
114
86set_face 4783 => 70 115set_face 4783 => 70
87libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
88allocating id 71 117allocating id 71
89OK 118OK
90set_face 4782 => 71 119set_face 4782 => 71
96allocating id 73 125allocating id 73
97OK 126OK
98set_face 4784 => 73 127set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 128libpng warning: Ignoring gAMA chunk with gamma=0
100 129
130 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.
131 /*first pass*/
132 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 if (premultpliedTransparency)
135 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
136 else
137 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
138 /*render the object here*/
139
140 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:
141 /*second pass*/
142 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
143 glDepthMask(FALSE); /*disable Z buffer*/
144 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
145 /*render the object with alpha replaced with 1-a*/
146
147 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:
148 /*third pass*/
149 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
150 glDepthMask(TRUE); /*enable Z buffer*/
151 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
152 /*render the object with alpha replaced with 1*/
153
154

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