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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.121 by root, Sun Jun 4 01:14:02 2006 UTC vs.
Revision 1.191 by root, Mon Jul 3 23:03:42 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: message log window often loses contents after refreshes/res switches 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 (m,aybe not, maybe after loging out and in again?) 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13 also: message log window now visibly flickers, must be soem horrid bug 13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
14- IMPORTANT: statusbox update timer 14 show player weight/max weight in inventory
15- IMPORTANT: statusbox tooltip must not go away on updates 15 offer common options such as use_skill sense xxx etc. in inventory via menu?
16- IMPORTANT: history for completer (cursor-up) 16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 17- notebook should provide a visual feedback (support form button class?)
18- IMPORTANT: stats window looks like shit initially (widget allocation?) 18- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
19 19- skill page in playerbook
20- binding window and editor layout broken for long recordings 20- enable autopickup/disable in right-click menĂ¼ for map
21- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 21- help window close button
22- floorbox should show currently open container
23- make simple inventory filters: most recently added/changed, normal, only unlocked
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
22- minor: skill list which shows XP and lets u bind stuff 25- minor: skill list which shows XP and lets u bind stuff
23
24should be solved/investitaged before release:
25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
26 and add column titles (also for other tables like inventory and bindings)
27- log messages received and commands sent to ~/.crossfire/log.$ip
28- the binding editor should have a append-record mode or something like that
29- rethink message display in lower left corner
30- cairo/win32 looks like shit (premultiplied alpha bug?)
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 27 (after starting, press quit)
33- better focus management: put focus onto active windows, remove it again later 28- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
29
30should be solved/investigated before 1.0 release:
31- mapmap (overview) - scroll visible area by clicking/dragging
32- binding window and editor layout broken for long recordings
33- maybe open the help viewer on the first start, or a simple dialog that
34 initially lists keybidings for gcfclient converts.
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
38- but fullscreen => minimize (alt-esc) => no way to go back [windows]
39- spell list => scroll down => "Pickup" => scrollbar not updated
40- what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
35- enter runmode when cursor-key repeats (maybe not?)
36- mapmap (overview) - scroll visible area by clicking/dragging
37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
38- maybe move window managing functionality into toplevel
39- better window management (graphical feedback)
40- the player weight somehow updates strangely when dropping/picking up
41 43
42low priority: 44post-1.0:
43- win32, fow_tetxure sometimes nukes other textures 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
44 (mostly fixed, but still there: displays list and texture uploads do not go well together) 46 affect neighbouring visible pixels (border bleeding).
45- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 47- examine etc., should use extendeddrawinfo or sth. similar
48- player list from server for tell etc. commands
49- save only dirty cached maps, and save dirty maps != current map
50- look into extendedmapinfo
46- completer should know more about arguments, e.g. cast summon pet monster, 51- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 52 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 53- sliders do not change size after reconfigure.
49- alt+cursor == diagonal 54- enter runmode when cursor-key repeats (maybe not?)
50- look into extendedmapinfo 55- cairo/win32 looks like shit (premultiplied alpha bug?)
51- save only dirty cached maps, and save dirty maps != current map 56 (despite horrendous efforts, this is likely not fixable except by building a custom
52- try to synchronize local animation speed with server updates to save on screen refreshes. 57 libcairo for win32).
53- player list from server for tell etc. commands 58 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
54- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
57- performance: use texture collections for upstream server data instead if gobs 60- performance: use texture collections for upstream server data instead if gobs
58 of small textures. 61 of small textures.
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- pango fontsize measure and decrease to achieve real pixel height
62 62
63TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
64- palyer peaceful setting should be independen of game peaceful setting 64- palyer peaceful setting should be independen of game peaceful setting
65 (i.e. one should be able to become hostile against guards but still 65 (i.e. one should be able to become hostile against guards but still
66 be peaceful - the palyer peaceful would be toggled by priests and shown 66 be peaceful - the palyer peaceful would be toggled by priests and shown
90allocating id 73 90allocating id 73
91OK 91OK
92set_face 4784 => 73 92set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 93libpng warning: Ignoring gAMA chunk with gamma=0
94 94
95 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.
96 /*first pass*/
97 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
98 glDepthMask(FALSE); /*disable Z buffer*/
99 if (premultpliedTransparency)
100 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
101 else
102 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
103 /*render the object here*/
104
105 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:
106 /*second pass*/
107 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
108 glDepthMask(FALSE); /*disable Z buffer*/
109 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
110 /*render the object with alpha replaced with 1-a*/
111
112 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:
113 /*third pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(TRUE); /*enable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1*/
118
119

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