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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.71 by root, Mon May 22 03:28:54 2006 UTC vs.
Revision 1.175 by root, Mon Jun 26 21:59:03 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 11- IPORTANT³: server crashes
12 (maybe also for floorbox) 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: quit-button, somewhere! 13...
14 * dialog, der warnt ein savebed aufzusuchen. 14..
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15many dangers, great rew<
16- IMPORTANT: lose/regain mapping might clear messgae log
17 (maybe this happens when its being updated when the window isn't mapped => no
18 window context?)
19 (this might be fixed now, watch out for it)
20- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
23- IMPORTANT: '.' in map should repeat last command
24- important: center and improve dialogs (create cFClient::UI::Dialog)
25- IMPORTANT: user interface (window positions etc.) should be saved, but
26 b) widget layout is nontrivial as to not obscure map
27 c) need better way to center map then middle-button, maybe map overview
28 (but updates will be slow UPDATE updates are not at all slow).
29- IMPORTANT: verify and correct connection-dependent texture management
30- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
31- IMPORTANT: message log slider goes too far down.
32- IMPORTANT: focus mapwidget on login
33- IMPORTANT: font reconfigure works very badly.
34 16
17
18- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client
19 crashe son every startup.
20- IMPORTANT: running over or pickung up large stacks is etxremely slow.
21- IMPORTANT: bind to key should always be verbose (DONE)
22 (elmex: what is meant by 'verbose' ?)
23 (^ whats being bound to a key, see other, similar, menu entries?)
24- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
25 (documenting as found: the binding window is behind other windows, since it forcefully grabs focus,
26 - it should always be topmost (z => 1000 or so)
27- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
28 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
29- IMPORTANT: texture reload not working on scaras machine (maybe now)
30- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
31- IMPORTANT: discuss topmost menu, minor issues
32
35should be solved/investitaged before release: 33should be solved/investitaged before BETA release:
36- widgets need to know about their visibility. the inventory 34- binding keys is too complicated in the general case => disucss
37 completely redraws itself on every animation change, even when its not visible. 35- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
36- the binding dialog is sometimes behind all windows
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- add lmb mouse = cast, mmb2 = invoke or so to spell list.
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42- binding window and editor layout broken for long recordings
43- minor: skill list which shows XP and lets u bind stuff
44- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
45 (after starting, press quit)
46- mapmap (overview) - scroll visible area by clicking/dragging
47- maybe move window managing functionality into toplevel: better window management (graphical feedback)
48- the player weight somehow updates strangely when dropping/picking up
49 (update: is this still the case?)
50
51should be solved/investigated before 1.0 release:
52- spell list => scroll down => "Pickup" => scrollbar not updated
53- what happened to the dialog being shown when modifiera are pressed, showing
54 keybindings for this modifier?
55- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
56- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
57- enter runmode when cursor-key repeats (maybe not?)
58- better focus management: put focus onto active windows, remove it again later
59 (mainly to speed up gui interaction when map isn't important).
38- cairo/win32 looks like shit (premultiplied alpha bug?) 60- cairo/win32 looks like shit (premultiplied alpha bug?)
39- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 61 (despite horrendous efforts, this is likely not fixable except by building a custom
40 (after starting, pressing login with connection refused, then close window) 62 libcairo for win32).
41- flopper/menu imrpovement: 63 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
42 * things that are menus should act more like menus 64- the binding editor should have a append-record mode or something like that
43 * inmventory etc. should fade-in automatically when used 65- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
44- add menu itemds for inventory items: mark/inscribe etc. 66 and add column titles (also for other tables like inventory and bindings)
45- remove wrap_mode hack from texture and make it a per-texture operation 67- sliders do not change size after reconfigure.
46- enter runmode when cursor-key repeats 68- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
47- mapmap (overview) - scroll visible area by clicking/dragging 69- investigate fill widget option.
48- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 70- win32, fow_tetxure sometimes nukes other textures
49- maybe move window managing functionality into toplevel 71 (mostly fixed, but still there: displays list and texture uploads do not go well together)
50- better window management (graphical feedback) 72- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
51 73- completer should know more about arguments, e.g. cast summon pet monster,
52low priority: 74 or that some commands do not take arguments ("drop all").
75- textview should not snap to bottom on resize.
76- alt+cursor == diagonal
53- look into extendedmapinfo 77- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map 78- save only dirty cached maps, and save dirty maps != current map
55- inventory update must be incremental (too slow) (really? check)
56- try to synchronize local animation speed with server updates to save on screen refreshes. 79- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands 80- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar 81- examine etc., should use extendeddrawinfo or sth. similar
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 82- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 83- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
94allocating id 73 117allocating id 73
95OK 118OK
96set_face 4784 => 73 119set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0 120libpng warning: Ignoring gAMA chunk with gamma=0
98 121
122 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.
123 /*first pass*/
124 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 if (premultpliedTransparency)
127 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
128 else
129 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
130 /*render the object here*/
131
132 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:
133 /*second pass*/
134 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
135 glDepthMask(FALSE); /*disable Z buffer*/
136 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
137 /*render the object with alpha replaced with 1-a*/
138
139 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:
140 /*third pass*/
141 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
142 glDepthMask(TRUE); /*enable Z buffer*/
143 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
144 /*render the object with alpha replaced with 1*/
145
146

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