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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.57 by root, Wed May 17 20:52:12 2006 UTC vs.
Revision 1.182 by root, Wed Jun 28 23:39:14 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: online documentation for the client (rig up a podviewer with textview) 11- IPORTANT³: server crashes
12- IMPORTANT: '.' in map should repeat last command 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- important: center and improve dialogs (create cFClient::UI::Dialog) 13...
14- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 14..
15- IMPORTANT: inventory update must be incremental (too slow) (really? check) 15many dangers, great rew<
16- IMPORTANT: user interface (window positions etc.) should be saved, but 16- IMPORTANT: running over or pickung up large stacks is etxremely slow
17 b) widget layout is nontrivial as to not obscure map 17 = it still takes "long", but is orders of magnitude faster
18 c) need better way to center map then middle-button, maybe map overview 18- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
19 (but updates will be slow UPDATE updates are not at all slow). 19- IMPORTANT: texture reload not working on scaras machine (maybe now)
20- IMPORTANT: animate faces in inventory etc. 20 tetxure reload works. but fullscreen => minimize => no way to go back
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 21- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
22- IMPORTANT: verify and correct connection-dependent texture management 22- IMPORTANT: discuss topmost menu, minor issues
2301:17 <Scara> ich habs grad nochmal getestet, es ist so das wenn ein item mit shift +
24 leftclick gedropped wird verbliebt ein bild davon im inventory, anders
25 wenn man mit dem befehl "drop *" etwas dropped verschwindet es aus dem
26 inventory, wird etwas mit middle click gegessen bleibt es auch im
27 inventory, auch wenn es eigendlich nicht dort ist
23 28
29
24should be solved/investitaged before release: 30should be solved/investitaged before BETA release:
31- floorbox should show currently open container
32- make simple inventory filters: most recently added/changed, normal, only unlocked
33- binding keys is too complicated in the general case => disucss
34- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
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- flopper/menu imrpovement:
28 * things that are menus should act more like menus
29 * inmventory etc. should fade-in automatically when used
30- add menu itemds for inventory items: mark/inscribe etc.
31- remove wrap_mode hack from texture and make it a per-texture operation
32- enter runmode when cursor-key repeats
33- 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
47should be solved/investigated before 1.0 release:
48- spell list => scroll down => "Pickup" => scrollbar not updated
49- what happened to the dialog being shown when modifiera are pressed, showing
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
53- enter runmode when cursor-key repeats (maybe not?)
54- better focus management: put focus onto active windows, remove it again later
55 (mainly to speed up gui interaction when map isn't important).
56- cairo/win32 looks like shit (premultiplied alpha bug?)
57 (despite horrendous efforts, this is likely not fixable except by building a custom
58 libcairo for win32).
59 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
60- the binding editor should have a append-record mode or something like that
61- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
62 and add column titles (also for other tables like inventory and bindings)
63- sliders do not change size after reconfigure.
64- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
65- investigate fill widget option.
66- win32, fow_tetxure sometimes nukes other textures
67 (mostly fixed, but still there: displays list and texture uploads do not go well together)
68- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
69- completer should know more about arguments, e.g. cast summon pet monster,
70 or that some commands do not take arguments ("drop all").
71- textview should not snap to bottom on resize.
72- alt+cursor == diagonal
73- look into extendedmapinfo
34- save only dirty cached maps, and save dirty maps != current map 74- save only dirty cached maps, and save dirty maps != current map
35- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 75- try to synchronize local animation speed with server updates to save on screen refreshes.
36- maybe move window managing functionality into toplevel
37- better window management (feedback)
38- look into extendedmapinfo
39- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
40
41low priority:
42- player list from server for tell etc. commands 76- player list from server for tell etc. commands
43- examine etc., should use extendeddrawinfo or sth. similar 77- examine etc., should use extendeddrawinfo or sth. similar
44- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 78- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
45- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 79- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
46- performance: use texture collections for upstream server data instead if gobs 80- performance: use texture collections for upstream server data instead if gobs
79allocating id 73 113allocating id 73
80OK 114OK
81set_face 4784 => 73 115set_face 4784 => 73
82libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
83 117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142

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