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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 1.192 by root, Tue Jul 4 23:23:31 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: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579.
12 (mostly fixed, but still there: displays list and texture uploads do not go well together) 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: lose/regain mapping might clear messgae log 13 => either using bg attribute, or something else. neither way is currently implementable, imho
14 (maybe this happens when its being updated when the window isn't mapped => no 14 => or maybe using an extra icon for curses/magic items?)
15 window context?) 15 maybe drag&drop, otherwise two containers side-by-side makes little sense.
16 (this might be fixed now, watch out for it) 16 show player weight/max weight in inventory
17- IMPORTANT:_ map feedback... e.g. when clicking on it 17 offer common options such as use_skill sense xxx etc. in inventory via menu?
18- IMPORTANT: ' and " and / should go into compketer :) 18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
19- IMPORTANT: '.' in map should repeat last command 19- notebook should provide a visual feedback (support form button class?)
20- IMPORTANT: user interface (window positions etc.) should be saved, but 20- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
21 b) widget layout is nontrivial as to not obscure map 21- skill page in playerbook
22 c) need better way to center map then middle-button, maybe map overview 22- enable autopickup/disable in right-click menĂ¼ for map
23 (but updates will be slow UPDATE updates are not at all slow). 23- help window close button
24- IMPORTANT: focus mapwidget on login 24- floorbox should show currently open container
25- make simple inventory filters: most recently added/changed, normal, only unlocked
26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- minor: skill list which shows XP and lets u bind stuff
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, press quit)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
25 31
26should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
27- auto-download of all faces from the server in the bg. 33- mapmap (overview) - scroll visible area by clicking/dragging
28- many sliders should have labels attached. 34- binding window and editor layout broken for long recordings
29- widgets need to know about their visibility. the inventory 35- maybe open the help viewer on the first start, or a simple dialog that
30 completely redraws itself on every animation change, even when its not visible. 36 initially lists keybidings for gcfclient converts.
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
40- but fullscreen => minimize (alt-esc) => no way to go back [windows]
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45
46post-1.0:
47- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49 affect neighbouring visible pixels (border bleeding).
50- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands
52- save only dirty cached maps, and save dirty maps != current map
53- look into extendedmapinfo
54- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all").
56- sliders do not change size after reconfigure.
57- enter runmode when cursor-key repeats (maybe not?)
31- cairo/win32 looks like shit (premultiplied alpha bug?) 58- cairo/win32 looks like shit (premultiplied alpha bug?)
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 59 (despite horrendous efforts, this is likely not fixable except by building a custom
33 (after starting, pressing login with connection refused, then close window) 60 libcairo for win32).
34- flopper/menu imrpovement: 61 (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.). 62- 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 63- performance: use texture collections for upstream server data instead if gobs
57 of small textures. 64 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 65
62TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
63- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still 68 (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 69 be peaceful - the palyer peaceful would be toggled by priests and shown
89allocating id 73 93allocating id 73
90OK 94OK
91set_face 4784 => 73 95set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0 96libpng warning: Ignoring gAMA chunk with gamma=0
93 97
98 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.
99 /*first pass*/
100 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
101 glDepthMask(FALSE); /*disable Z buffer*/
102 if (premultpliedTransparency)
103 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
104 else
105 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
106 /*render the object here*/
107
108 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:
109 /*second pass*/
110 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
113 /*render the object with alpha replaced with 1-a*/
114
115 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:
116 /*third pass*/
117 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
118 glDepthMask(TRUE); /*enable Z buffer*/
119 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
120 /*render the object with alpha replaced with 1*/
121
122

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