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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.54 by root, Wed May 17 10:12:55 2006 UTC vs.
Revision 1.183 by root, Thu Jun 29 21:47:48 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: center and improve dialogs (create cFClient::UI::Dialog) 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 13...
14- IMPORTANT: inventory update must be incremental (too slow) (really? check) 14..
15- IMPORTANT: user interface (window positions etc.) should be saved, but 15many dangers, great rew<
16 b) widget layout is nontrivial as to not obscure map 16- IMPORTANT: wreight doesn't get updated on taking something, only when dropping.
17 c) need better way to center map then middle-button, maybe map overview 17- IMPORTANT: running over or pickung up large stacks is etxremely slow
18 (but updates will be slow UPDATE updates are not at all slow). 18 = it still takes "long", but is orders of magnitude faster
19- IMPORTANT: animate faces in inventory etc. 19- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
20- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 20- IMPORTANT: texture reload not working on scaras machine (maybe now)
21- IMPORTANT: verify and correct connection-dependent texture management 21 tetxure reload works. but fullscreen => minimize => no way to go back
22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23- IMPORTANT: discuss topmost menu, minor issues
2401:17 <Scara> ich habs grad nochmal getestet, es ist so das wenn ein item mit shift +
25 leftclick gedropped wird verbliebt ein bild davon im inventory, anders
26 wenn man mit dem befehl "drop *" etwas dropped verschwindet es aus dem
27 inventory, wird etwas mit middle click gegessen bleibt es auch im
28 inventory, auch wenn es eigendlich nicht dort ist
22 29
30
23should be solved/investitaged before release: 31should be solved/investitaged before BETA release:
32- floorbox should show currently open container
33- make simple inventory filters: most recently added/changed, normal, only unlocked
34- binding keys is too complicated in the general case => disucss
35- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
36- maybe support mb4/mb5 on selected widgets to facilitate scrolling
37 (inventory, spell list, messge log...) => marc
38- add lmb mouse = cast, mmb2 = invoke or so to spell list.
39- maybe open the help viewer on the first start, or a simple dialog that
40 initially lists keybidings for gcfclient converts.
41- binding window and editor layout broken for long recordings
42- minor: skill list which shows XP and lets u bind stuff
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 43- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, pressing login with connection refused, then close window) 44 (after starting, press quit)
26- remove wrap_mode hack from texture and make it a per-texture operation
27- enter runmode when cursor-key repeats
28- mapmap (overview) - scroll visible area by clicking/dragging 45- mapmap (overview) - scroll visible area by clicking/dragging
46- maybe move window managing functionality into toplevel: better window management (graphical feedback)
47
48should be solved/investigated before 1.0 release:
49- spell list => scroll down => "Pickup" => scrollbar not updated
50- what happened to the dialog being shown when modifiera are pressed, showing
51 keybindings for this modifier?
52- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
53- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
54- enter runmode when cursor-key repeats (maybe not?)
55- better focus management: put focus onto active windows, remove it again later
56 (mainly to speed up gui interaction when map isn't important).
57- cairo/win32 looks like shit (premultiplied alpha bug?)
58 (despite horrendous efforts, this is likely not fixable except by building a custom
59 libcairo for win32).
60 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
61- the binding editor should have a append-record mode or something like that
62- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
63 and add column titles (also for other tables like inventory and bindings)
64- sliders do not change size after reconfigure.
65- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
66- investigate fill widget option.
67- win32, fow_tetxure sometimes nukes other textures
68 (mostly fixed, but still there: displays list and texture uploads do not go well together)
69- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
70- completer should know more about arguments, e.g. cast summon pet monster,
71 or that some commands do not take arguments ("drop all").
72- textview should not snap to bottom on resize.
73- alt+cursor == diagonal
74- look into extendedmapinfo
29- save only dirty cached maps, and save dirty maps != current map 75- save only dirty cached maps, and save dirty maps != current map
30- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 76- try to synchronize local animation speed with server updates to save on screen refreshes.
31- maybe move window managing functionality into toplevel
32- better window management (feedback)
33- look into extendedmapinfo
34- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
35
36low priority:
37- player list from server for tell etc. commands 77- player list from server for tell etc. commands
38- examine etc., should use extendeddrawinfo or sth. similar 78- examine etc., should use extendeddrawinfo or sth. similar
39- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 79- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
40- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 80- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
41- performance: use texture collections for upstream server data instead if gobs 81- performance: use texture collections for upstream server data instead if gobs
74allocating id 73 114allocating id 73
75OK 115OK
76set_face 4784 => 73 116set_face 4784 => 73
77libpng warning: Ignoring gAMA chunk with gamma=0 117libpng warning: Ignoring gAMA chunk with gamma=0
78 118
119 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.
120 /*first pass*/
121 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/
123 if (premultpliedTransparency)
124 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
125 else
126 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
127 /*render the object here*/
128
129 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:
130 /*second pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1-a*/
135
136 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:
137 /*third pass*/
138 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
139 glDepthMask(TRUE); /*enable Z buffer*/
140 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
141 /*render the object with alpha replaced with 1*/
142
143

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