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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.65 by root, Fri May 19 19:11:59 2006 UTC vs.
Revision 1.173 by elmex, Wed Jun 21 12:59:22 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: quit-button, somewhere! 11- IMPORTANT: bind to key in complete has no effect
12- IMPORTANT: lose/regain mapping might clear messgae log 12 + fixed
13 (maybe this happens when its being updated when the window isn't mapped => no 13 - (and should be verbose) (elmex: what is meant by 'verbose' ?)
14 window context?) 14- IMPORTANT: new key bindings not shown,
15- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 15 + key bindings do refresh now correctly
16- IMPORTANT:_ map feedback... e.g. when clicking on it 16 - please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
17- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 17- IMPORTANT: recording multiple macros results in only one macro recorded
18- IMPORTANT: '.' in map should repeat last command 18 - how to 'record multiple macros'? (elmex: please explain)
19- important: center and improve dialogs (create cFClient::UI::Dialog) 19- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
20- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 20 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
21- IMPORTANT: inventory update must be incremental (too slow) (really? check) 21- IMPORTANT: texture reload not working on scaras machine (maybe now)
22- IMPORTANT: user interface (window positions etc.) should be saved, but 22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23 b) widget layout is nontrivial as to not obscure map
24 c) need better way to center map then middle-button, maybe map overview
25 (but updates will be slow UPDATE updates are not at all slow).
26- IMPORTANT: animate faces in inventory etc.
27- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
28- IMPORTANT: verify and correct connection-dependent texture management
29- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
30- IMPORTANT: message log slider goes too far down.
31- IMPORTANT: focus mapwidget on login
32- IMPORTANT: font reconfigure works very badly.
33 23
34should be solved/investitaged before release: 24should be solved/investitaged before BETA release:
25- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
26- the binding dialog is sometimes behind all windows
27- maybe support mb4/mb5 on selected widgets to facilitate scrolling
28 (inventory, spell list, messge log...) => marc
29- add lmb mouse = cast, mmb2 = invoke or so to spell list.
30- maybe open the help viewer on the first start, or a simple dialog that
31 initially lists keybidings for gcfclient converts.
32- binding window and editor layout broken for long recordings
33- minor: skill list which shows XP and lets u bind stuff
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit)
36- mapmap (overview) - scroll visible area by clicking/dragging
37- maybe move window managing functionality into toplevel: better window management (graphical feedback)
38- the player weight somehow updates strangely when dropping/picking up
39 (update: is this still the case?)
40
41should be solved/investigated before 1.0 release:
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- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- enter runmode when cursor-key repeats (maybe not?)
47- better focus management: put focus onto active windows, remove it again later
48 (mainly to speed up gui interaction when map isn't important).
35- cairo/win32 looks like shit (premultiplied alpha bug?) 49- cairo/win32 looks like shit (premultiplied alpha bug?)
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 50 (despite horrendous efforts, this is likely not fixable except by building a custom
37 (after starting, pressing login with connection refused, then close window) 51 libcairo for win32).
38- flopper/menu imrpovement: 52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
39 * things that are menus should act more like menus 53- the binding editor should have a append-record mode or something like that
40 * inmventory etc. should fade-in automatically when used 54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
41- add menu itemds for inventory items: mark/inscribe etc. 55 and add column titles (also for other tables like inventory and bindings)
42- remove wrap_mode hack from texture and make it a per-texture operation 56- sliders do not change size after reconfigure.
43- enter runmode when cursor-key repeats 57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
44- mapmap (overview) - scroll visible area by clicking/dragging 58- investigate fill widget option.
59- win32, fow_tetxure sometimes nukes other textures
60 (mostly fixed, but still there: displays list and texture uploads do not go well together)
61- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
62- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all").
64- textview should not snap to bottom on resize.
65- alt+cursor == diagonal
66- look into extendedmapinfo
45- save only dirty cached maps, and save dirty maps != current map 67- save only dirty cached maps, and save dirty maps != current map
46- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 68- try to synchronize local animation speed with server updates to save on screen refreshes.
47- maybe move window managing functionality into toplevel
48- better window management (feedback)
49- look into extendedmapinfo
50- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
51
52low priority:
53- player list from server for tell etc. commands 69- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar 70- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 71- 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 72- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
57- performance: use texture collections for upstream server data instead if gobs 73- performance: use texture collections for upstream server data instead if gobs
90allocating id 73 106allocating id 73
91OK 107OK
92set_face 4784 => 73 108set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 109libpng warning: Ignoring gAMA chunk with gamma=0
94 110
111 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.
112 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/
115 if (premultpliedTransparency)
116 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
117 else
118 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119 /*render the object here*/
120
121 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:
122 /*second pass*/
123 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/
125 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
126 /*render the object with alpha replaced with 1-a*/
127
128 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:
129 /*third pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(TRUE); /*enable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1*/
134
135

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