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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.49 by root, Fri May 12 15:45:41 2006 UTC vs.
Revision 1.176 by elmex, Wed Jun 28 09:42:39 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: kick elmex for not documenting the bugs here so other people 11- IPORTANT³: server crashes
12 cannot work on them. 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 13...
14- IMPORTANT: inventory update must be incremental (too slow) 14..
15- IMPORTANT: slider should clip to valid range properly 15many dangers, great rew<
16- IMPORTANT: user interface (window positions etc.) should be saved, but 16- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client
17 b) widget layout is nontrivial as to not obscure map 17 crashe son every startup.
18 c) need better way to center map then middle-button, maybe map overview 18- IMPORTANT: running over or pickung up large stacks is etxremely slow.
19 (but updates will be slow UPDATE updates are not at all slow). 19- IMPORTANT: bind to key should always be verbose (DONE)
20- IMPORTANT: animate faces in inventory etc. 20 (elmex: what is meant by 'verbose' ?)
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 21 (^ whats being bound to a key, see other, similar, menu entries?)
22- IMPORTANT: verify and correct connection-dependent texture management 22- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
23 (documenting as found: the binding window is behind other windows, since it forcefully grabs focus,
24 - it should always be topmost (z => 1000 or so)
25- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
26 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
27- IMPORTANT: texture reload not working on scaras machine (maybe now)
28- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
29- IMPORTANT: discuss topmost menu, minor issues
23 30
24should be solved/investitaged before release: 31should be solved/investitaged before BETA release:
32- binding keys is too complicated in the general case => disucss
33- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
34- the binding dialog is sometimes behind all windows
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- add lmb mouse = cast, mmb2 = invoke or so to spell list.
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
40- binding window and editor layout broken for long recordings
41- minor: skill list which shows XP and lets u bind stuff
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 43 (after starting, press quit)
27- remove wrap_mode hack from texture and make it a per-texture operation
28- enter runmode when cursor-key repeats
29- mapmap (overview) - scroll visible area by clicking/dragging 44- mapmap (overview) - scroll visible area by clicking/dragging
45- maybe move window managing functionality into toplevel: better window management (graphical feedback)
46- the player weight somehow updates strangely when dropping/picking up
47 (update: is this still the case?)
48
49should be solved/investigated before 1.0 release:
50- spell list => scroll down => "Pickup" => scrollbar not updated
51- what happened to the dialog being shown when modifiera are pressed, showing
52 keybindings for this modifier?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
54- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
55- enter runmode when cursor-key repeats (maybe not?)
56- better focus management: put focus onto active windows, remove it again later
57 (mainly to speed up gui interaction when map isn't important).
58- cairo/win32 looks like shit (premultiplied alpha bug?)
59 (despite horrendous efforts, this is likely not fixable except by building a custom
60 libcairo for win32).
61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
62- the binding editor should have a append-record mode or something like that
63- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
64 and add column titles (also for other tables like inventory and bindings)
65- sliders do not change size after reconfigure.
66- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
67- investigate fill widget option.
68- win32, fow_tetxure sometimes nukes other textures
69 (mostly fixed, but still there: displays list and texture uploads do not go well together)
70- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
71- completer should know more about arguments, e.g. cast summon pet monster,
72 or that some commands do not take arguments ("drop all").
73- textview should not snap to bottom on resize.
74- alt+cursor == diagonal
75- look into extendedmapinfo
30- save only dirty cached maps, and save dirty maps != current map 76- save only dirty cached maps, and save dirty maps != current map
31- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 77- try to synchronize local animation speed with server updates to save on screen refreshes.
32- mesa-rendering of textview shows only garbage and/or another texture 78- player list from server for tell etc. commands
33- maybe move window managing functionality into toplevel 79- examine etc., should use extendeddrawinfo or sth. similar
34- look into extendeddrawinfo and extendedmapinfo
35- update/check_size should be done at most once/frame/widget.
36
37low priority:
38- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 80- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
39- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 81- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
40- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
41- performance: use texture collections for upstream server data instead if gobs 82- performance: use texture collections for upstream server data instead if gobs
42 of small textures. 83 of small textures.
43- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 84- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
44 affect neighbouring visible pixels (border bleeding). 85 affect neighbouring visible pixels (border bleeding).
45- pango fontsize measure and decrease to achieve real pixel height 86- pango fontsize measure and decrease to achieve real pixel height
49 (i.e. one should be able to become hostile against guards but still 90 (i.e. one should be able to become hostile against guards but still
50 be peaceful - the palyer peaceful would be toggled by priests and shown 91 be peaceful - the palyer peaceful would be toggled by priests and shown
51 in who, the game peaceful steting would be toggled by the peaceful command 92 in who, the game peaceful steting would be toggled by the peaceful command
52 but not otherwise shown). 93 but not otherwise shown).
53- pippij wants playerstealing to work between hostile players 94- pippij wants playerstealing to work between hostile players
54- schmorp wants to rework the who output format
55- attempt_jump tries to kick jumped-into monster,s but doesn't work 95- attempt_jump tries to kick jumped-into monster,s but doesn't work
56- 1) If you hide, and someone can see you trying to hide, you'll get a 96- 1) If you hide, and someone can see you trying to hide, you'll get a
57 message, even when you can't see that other person. 97 message, even when you can't see that other person.
58- 2) hiding exp is always 1, independant of how difficult it is to hide 98- 2) hiding exp is always 1, independant of how difficult it is to hide
59- 3) jumping into monsters does no damage, even though it's supposed to 99- 3) jumping into monsters does no damage, even though it's supposed to
75allocating id 73 115allocating id 73
76OK 116OK
77set_face 4784 => 73 117set_face 4784 => 73
78libpng warning: Ignoring gAMA chunk with gamma=0 118libpng warning: Ignoring gAMA chunk with gamma=0
79 119
120 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.
121 /*first pass*/
122 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 if (premultpliedTransparency)
125 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
126 else
127 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
128 /*render the object here*/
129
130 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:
131 /*second pass*/
132 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
135 /*render the object with alpha replaced with 1-a*/
136
137 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:
138 /*third pass*/
139 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140 glDepthMask(TRUE); /*enable Z buffer*/
141 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142 /*render the object with alpha replaced with 1*/
143
144

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