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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.63 by root, Thu May 18 16:53:55 2006 UTC vs.
Revision 1.163 by root, Wed Jun 14 07:57:42 2006 UTC

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: lose/regain mapping might clear messgae log 11- IMPORTANT: recording multiple macros results in only one macro recorded
12 (maybe this happens when its being updated when the window isn't mapped => no 12- IMPORTANT: texture reload not working on scaras machine
13 window context?) 13- IMPORTANT: for texture final fix do it manually (schmorp)
14- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 14- IMPORTANT: make close button optional to the very few windows that support it
15- IMPORTANT:_ map feedback... e.g. when clicking on it 15- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
16- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 16- IMPORTANT: magic mapping, anybody?
17- IMPORTANT: '.' in map should repeat last command 17- IMPORTANT: put keybindings and loginname and related info into $CFG->{profile}{default} so
18- important: center and improve dialogs (create cFClient::UI::Dialog) 18 we can add profiles *later*.
19- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
20- IMPORTANT: inventory update must be incremental (too slow) (really? check)
21- IMPORTANT: user interface (window positions etc.) should be saved, but
22 b) widget layout is nontrivial as to not obscure map
23 c) need better way to center map then middle-button, maybe map overview
24 (but updates will be slow UPDATE updates are not at all slow).
25- IMPORTANT: animate faces in inventory etc.
26- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
27- IMPORTANT: verify and correct connection-dependent texture management
28 19
29should be solved/investitaged before release: 20should be solved/investitaged before BETA release:
21- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
22- the binding dialog is sometimes behind all windows
23- maybe support mb4/mb5 on selected widgets to facilitate scrolling
24 (inventory, spell list, messge log...) => marc
25- add lmb mouse = cast, mmb2 = invoke or so to spell list.
26- maybe open the help viewer on the first start, or a simple dialog that
27 initially lists keybidings for gcfclient converts.
28- binding window and editor layout broken for long recordings
29- minor: skill list which shows XP and lets u bind stuff
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, pressing login with connection refused, then close window) 31 (after starting, press quit)
32- flopper/menu imrpovement:
33 * things that are menus should act more like menus
34 * inmventory etc. should fade-in automatically when used
35- add menu itemds for inventory items: mark/inscribe etc.
36- remove wrap_mode hack from texture and make it a per-texture operation
37- enter runmode when cursor-key repeats
38- mapmap (overview) - scroll visible area by clicking/dragging 32- mapmap (overview) - scroll visible area by clicking/dragging
33- maybe move window managing functionality into toplevel: better window management (graphical feedback)
34- the player weight somehow updates strangely when dropping/picking up
35 (update: is this still the case?)
36
37should be solved/investigated before 1.0 release:
38- what happened to the dialog being shown when modifiera are pressed, showing
39 keybindings for this modifier?
40- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
41- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
42- enter runmode when cursor-key repeats (maybe not?)
43- better focus management: put focus onto active windows, remove it again later
44 (mainly to speed up gui interaction when map isn't important).
45- cairo/win32 looks like shit (premultiplied alpha bug?)
46 (despite horrendous efforts, this is likely not fixable except by building a custom
47 libcairo for win32).
48 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
49- the binding editor should have a append-record mode or something like that
50- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
51 and add column titles (also for other tables like inventory and bindings)
52- sliders do not change size after reconfigure.
53- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
54- investigate fill widget option.
55- win32, fow_tetxure sometimes nukes other textures
56 (mostly fixed, but still there: displays list and texture uploads do not go well together)
57- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
58- completer should know more about arguments, e.g. cast summon pet monster,
59 or that some commands do not take arguments ("drop all").
60- textview should not snap to bottom on resize.
61- alt+cursor == diagonal
62- look into extendedmapinfo
39- save only dirty cached maps, and save dirty maps != current map 63- save only dirty cached maps, and save dirty maps != current map
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 64- try to synchronize local animation speed with server updates to save on screen refreshes.
41- maybe move window managing functionality into toplevel
42- better window management (feedback)
43- look into extendedmapinfo
44- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
45
46low priority:
47- player list from server for tell etc. commands 65- player list from server for tell etc. commands
48- examine etc., should use extendeddrawinfo or sth. similar 66- examine etc., should use extendeddrawinfo or sth. similar
49- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
50- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 68- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
51- performance: use texture collections for upstream server data instead if gobs 69- performance: use texture collections for upstream server data instead if gobs
84allocating id 73 102allocating id 73
85OK 103OK
86set_face 4784 => 73 104set_face 4784 => 73
87libpng warning: Ignoring gAMA chunk with gamma=0 105libpng warning: Ignoring gAMA chunk with gamma=0
88 106
107 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.
108 /*first pass*/
109 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
110 glDepthMask(FALSE); /*disable Z buffer*/
111 if (premultpliedTransparency)
112 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
113 else
114 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
115 /*render the object here*/
116
117 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:
118 /*second pass*/
119 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
120 glDepthMask(FALSE); /*disable Z buffer*/
121 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
122 /*render the object with alpha replaced with 1-a*/
123
124 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:
125 /*third pass*/
126 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
127 glDepthMask(TRUE); /*enable Z buffer*/
128 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
129 /*render the object with alpha replaced with 1*/
130
131

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