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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.99 by elmex, Tue May 30 14:59:26 2006 UTC vs.
Revision 1.197 by root, Wed Jul 5 02:33:59 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: toplevel geometry is not respected on moves. 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- IMPORTANT: user_x/user_y for layout setting 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 13 => or maybe using an extra icon for curses/magic items?)
14- IMPORTANT: statusbox update timer 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15- IMPORTANT: statusbox tooltip must not go away on updates 15 show player weight/max weight in inventory
16- IMPORTANT: history for completer (cursor-up) 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19 (mostly fixed, but still there: displays list and texture uploads do not go well together) 19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20- IMPORTANT:_ map feedback... e.g. when clicking on it 20- the inventory needs separate scrollbars. unfortunately, that means
21- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) 21 addign a manual scrollbar to the other panes (skills and spells :()
22 b) widget layout is nontrivial as to not obscure map 22- notebook should provide a visual feedback (support form button class?)
23 c) need better way to center map then middle-button, maybe map overview 23- buttons should support hovering visually
24 (but updates will be slow UPDATE updates are not at all slow). 24- experience change messages should include skill experience
25 25- skill page in playerbook
26should be solved/investitaged before release: 26- help window close button
27- rethink message display in lower left corner 27- floorbox should show currently open container
28- the inventory 28- make simple inventory filters: most recently added/changed, normal, only unlocked
29 completely redraws itself on every animation change, even when its not visible. 29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- cairo/win32 looks like shit (premultiplied alpha bug?) 30- minor: skill list which shows XP and lets u bind stuff
31- experience
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 33 (after starting, press quit)
33- flopper/menu imrpovement: 34- client sometimes crashes on Mapmenu=>Toggle autopickup
34 * things that are menus should act more like menus 35- 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 36
36- add menu itemds for inventory items: mark/inscribe etc. 37should be solved/investigated before 1.0 release:
37- remove wrap_mode hack from texture and make it a per-texture operation 38- 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 39- 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 40- binding window and editor layout broken for long recordings => use scroller
41- maybe move window managing functionality into toplevel 41- maybe open the help viewer on the first start, or a simple dialog that
42- better window management (graphical feedback) 42 initially lists keybidings for gcfclient converts.
43- the player weight somehow updates strangely when dropping/picking up 43- maybe support mb4/mb5 on selected widgets to facilitate scrolling
44 (inventory, spell list, messge log...) => marc
45- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
46- but fullscreen => minimize (alt-esc) => no way to go back [windows]
47- spell list => scroll down => "Pickup" => scrollbar not updated
48- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier?
50- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
44 51
45low priority: 52post-1.0:
53- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
54 (maybe sth. else causes the slowness, such as database?)
55- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
56- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
57 affect neighbouring visible pixels (border bleeding).
58- examine etc., should use extendeddrawinfo or sth. similar
59- player list from server for tell etc. commands
60- save only dirty cached maps, and save dirty maps != current map
61- look into extendedmapinfo
46- completer should know more about arguments, e.g. cast summon pet monster, 62- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 63 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 64- sliders do not change size after reconfigure.
49- alt+cursor == diagonal 65- enter runmode when cursor-key repeats (maybe not?)
50- look into extendedmapinfo 66- cairo/win32 looks like shit (premultiplied alpha bug?)
51- save only dirty cached maps, and save dirty maps != current map 67 (despite horrendous efforts, this is likely not fixable except by building a custom
52- inventory update must be incremental (too slow) (really? check) 68 libcairo for win32).
53- try to synchronize local animation speed with server updates to save on screen refreshes. 69 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
54- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar
56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
57- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
58- performance: use texture collections for upstream server data instead if gobs 71- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 72 of small textures.
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- pango fontsize measure and decrease to achieve real pixel height
63 73
64TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
65- palyer peaceful setting should be independen of game peaceful setting 76- palyer peaceful setting should be independen of game peaceful setting
66 (i.e. one should be able to become hostile against guards but still 77 (i.e. one should be able to become hostile against guards but still
67 be peaceful - the palyer peaceful would be toggled by priests and shown 78 be peaceful - the palyer peaceful would be toggled by priests and shown
68 in who, the game peaceful steting would be toggled by the peaceful command 79 in who, the game peaceful steting would be toggled by the peaceful command
69 but not otherwise shown). 80 but not otherwise shown).
76 be an attack (mentioned before). You also get no exp for this 87 be an attack (mentioned before). You also get no exp for this
77- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
78 your comments, with the mentioning of the current map (and perhaps an 89 your comments, with the mentioning of the current map (and perhaps an
79 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
80 91
92
93 #TODO#d# display texture cache
94 {
95 glEnable GL_TEXTURE_2D;
96 glBindTexture GL_TEXTURE_2D, 41;
97 glColor 1, 1, 1, 1;
98 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
99 glEnable GL_BLEND;
100 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
101 glBegin GL_QUADS;
102 glTexCoord 0,1; glVertex 0,0;
103 glTexCoord 1,1; glVertex 255,0;
104 glTexCoord 1,0; glVertex 255,255;
105 glTexCoord 0,0; glVertex 0,255;
106 glEnd;
107 glDisable GL_BLEND;
108 glDisable GL_TEXTURE_2D;
109 }
110
81set_face 4783 => 70 111set_face 4783 => 70
82libpng warning: Ignoring gAMA chunk with gamma=0 112libpng warning: Ignoring gAMA chunk with gamma=0
83allocating id 71 113allocating id 71
84OK 114OK
85set_face 4782 => 71 115set_face 4782 => 71
91allocating id 73 121allocating id 73
92OK 122OK
93set_face 4784 => 73 123set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 124libpng warning: Ignoring gAMA chunk with gamma=0
95 125
126 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.
127 /*first pass*/
128 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
129 glDepthMask(FALSE); /*disable Z buffer*/
130 if (premultpliedTransparency)
131 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
132 else
133 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
134 /*render the object here*/
135
136 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:
137 /*second pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(FALSE); /*disable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1-a*/
142
143 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:
144 /*third pass*/
145 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
146 glDepthMask(TRUE); /*enable Z buffer*/
147 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
148 /*render the object with alpha replaced with 1*/
149
150

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