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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 1.186 by root, Sun Jul 2 18:52:04 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: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12 (mostly fixed, but still there: displays list and texture uploads do not go well together) 12 bind action stays open when closing theamcro recorder
13- IMPORTANT: lose/regain mapping might clear messgae log 13- IMPORTANT: discuss topmost menu, minor issues
14 (maybe this happens when its being updated when the window isn't mapped => no 14- enable autopickup/disable in right-click menĂ¼ for map
15 window context?) 15- help window close button
16 (this might be fixed now, watch out for it) 16- floorbox should show currently open container
17- IMPORTANT:_ map feedback... e.g. when clicking on it 17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- IMPORTANT: ' and " and / should go into compketer :) 18- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
19- IMPORTANT: '.' in map should repeat last command 19- minor: skill list which shows XP and lets u bind stuff
20- IMPORTANT: user interface (window positions etc.) should be saved, but 20- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
21 b) widget layout is nontrivial as to not obscure map 21 (after starting, press quit)
22 c) need better way to center map then middle-button, maybe map overview 22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
23 (but updates will be slow UPDATE updates are not at all slow).
24- IMPORTANT: focus mapwidget on login
25 23
26should be solved/investitaged before release: 24should be solved/investigated before 1.0 release:
27- auto-download of all faces from the server in the bg. 25- mapmap (overview) - scroll visible area by clicking/dragging
28- many sliders should have labels attached. 26- binding window and editor layout broken for long recordings
29- widgets need to know about their visibility. the inventory 27- 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. 28 initially lists keybidings for gcfclient converts.
29- maybe support mb4/mb5 on selected widgets to facilitate scrolling
30 (inventory, spell list, messge log...) => marc
31- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
32- but fullscreen => minimize (alt-esc) => no way to go back [windows]
33- spell list => scroll down => "Pickup" => scrollbar not updated
34- what happened to the dialog being shown when modifiera are pressed, showing
35 keybindings for this modifier?
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37
38post-1.0:
39- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
40 affect neighbouring visible pixels (border bleeding).
41- examine etc., should use extendeddrawinfo or sth. similar
42- player list from server for tell etc. commands
43- save only dirty cached maps, and save dirty maps != current map
44- look into extendedmapinfo
45- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all").
47- sliders do not change size after reconfigure.
48- enter runmode when cursor-key repeats (maybe not?)
31- cairo/win32 looks like shit (premultiplied alpha bug?) 49- cairo/win32 looks like shit (premultiplied alpha bug?)
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 50 (despite horrendous efforts, this is likely not fixable except by building a custom
33 (after starting, pressing login with connection refused, then close window) 51 libcairo for win32).
34- flopper/menu imrpovement: 52 (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.). 53- 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 54- performance: use texture collections for upstream server data instead if gobs
57 of small textures. 55 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 56
62TEMPORARY SERVER TODO: 57TEMPORARY SERVER TODO:
63- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still 59 (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 60 be peaceful - the palyer peaceful would be toggled by priests and shown
89allocating id 73 84allocating id 73
90OK 85OK
91set_face 4784 => 73 86set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0 87libpng warning: Ignoring gAMA chunk with gamma=0
93 88
89 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.
90 /*first pass*/
91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
92 glDepthMask(FALSE); /*disable Z buffer*/
93 if (premultpliedTransparency)
94 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
95 else
96 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
97 /*render the object here*/
98
99 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:
100 /*second pass*/
101 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/
103 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
104 /*render the object with alpha replaced with 1-a*/
105
106 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:
107 /*third pass*/
108 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
109 glDepthMask(TRUE); /*enable Z buffer*/
110 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
111 /*render the object with alpha replaced with 1*/
112
113

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