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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.99 by elmex, Tue May 30 14:59:26 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: toplevel geometry is not respected on moves. 11- IPORTANT³: server crashes
12- IMPORTANT: user_x/user_y for layout setting 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 13...
14- IMPORTANT: statusbox update timer 14..
15- IMPORTANT: statusbox tooltip must not go away on updates 15many dangers, great rew<
16- IMPORTANT: history for completer (cursor-up) 16- IMPORTANT: running over or pickung up large stacks is etxremely slow
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 17 = it still takes "long", but is orders of magnitude faster
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 18- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
19 (mostly fixed, but still there: displays list and texture uploads do not go well together) 19- IMPORTANT: texture reload not working on scaras machine (maybe now)
20- IMPORTANT:_ map feedback... e.g. when clicking on it 20 tetxure reload works. but fullscreen => minimize => no way to go back
21- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) 21- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
22 b) widget layout is nontrivial as to not obscure map 22- IMPORTANT: discuss topmost menu, minor issues
23 c) need better way to center map then middle-button, maybe map overview 2301:17 <Scara> ich habs grad nochmal getestet, es ist so das wenn ein item mit shift +
24 (but updates will be slow UPDATE updates are not at all slow). 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
25 28
29
26should be solved/investitaged before release: 30should be solved/investitaged before BETA release:
27- rethink message display in lower left corner 31- floorbox should show currently open container
28- the inventory 32- make simple inventory filters: most recently added/changed, normal, only unlocked
29 completely redraws itself on every animation change, even when its not visible. 33- binding keys is too complicated in the general case => disucss
30- cairo/win32 looks like shit (premultiplied alpha bug?) 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
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 43 (after starting, press quit)
33- flopper/menu imrpovement:
34 * things that are menus should act more like menus
35 * inmventory etc. should fade-in automatically when used
36- add menu itemds for inventory items: mark/inscribe etc.
37- remove wrap_mode hack from texture and make it a per-texture operation
38- enter runmode when cursor-key repeats
39- mapmap (overview) - scroll visible area by clicking/dragging 44- mapmap (overview) - scroll visible area by clicking/dragging
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 45- maybe move window managing functionality into toplevel: better window management (graphical feedback)
41- maybe move window managing functionality into toplevel
42- better window management (graphical feedback)
43- the player weight somehow updates strangely when dropping/picking up
44 46
45low priority: 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.
46- completer should know more about arguments, e.g. cast summon pet monster, 69- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all"). 70 or that some commands do not take arguments ("drop all").
48- textview should not snap to bottom on resize. 71- textview should not snap to bottom on resize.
49- alt+cursor == diagonal 72- alt+cursor == diagonal
50- look into extendedmapinfo 73- look into extendedmapinfo
51- save only dirty cached maps, and save dirty maps != current map 74- save only dirty cached maps, and save dirty maps != current map
52- inventory update must be incremental (too slow) (really? check)
53- try to synchronize local animation speed with server updates to save on screen refreshes. 75- try to synchronize local animation speed with server updates to save on screen refreshes.
54- player list from server for tell etc. commands 76- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar 77- examine etc., should use extendeddrawinfo or sth. similar
56- 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.).
57- 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
91allocating id 73 113allocating id 73
92OK 114OK
93set_face 4784 => 73 115set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
95 117
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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