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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.120 by root, Sun Jun 4 00:21:51 2006 UTC vs.
Revision 1.187 by elmex, Sun Jul 2 22:10:57 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: message log window often loses contents after refreshes/res switches 11- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12 (m,aybe not, maybe after loging out and in again?) 12 bind action stays open when closing theamcro recorder
13- IMPORTANT: statusbox update timer 13- IMPORTANT: discuss topmost menu, minor issues
14- IMPORTANT: statusbox tooltip must not go away on updates 14- enable autopickup/disable in right-click menĂ¼ for map
15- IMPORTANT: history for completer (cursor-up) 15- help window close button
16- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 16- floorbox should show currently open container
17- IMPORTANT: stats window looks like shit initially (widget allocation?) 17- make simple inventory filters: most recently added/changed, normal, only unlocked
18 18- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
19- binding window and editor layout broken for long recordings
20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
21- minor: skill list which shows XP and lets u bind stuff 19- minor: skill list which shows XP and lets u bind stuff
22
23should be solved/investitaged before release:
24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
25 and add column titles (also for other tables like inventory and bindings)
26- log messages received and commands sent to ~/.crossfire/log.$ip
27- the binding editor should have a append-record mode or something like that
28- rethink message display in lower left corner
29- cairo/win32 looks like shit (premultiplied alpha bug?)
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 20- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit) 21 (after starting, press quit)
32- better focus management: put focus onto active windows, remove it again later 22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
23- show stat changes in statusbox
24
25should be solved/investigated before 1.0 release:
26- mapmap (overview) - scroll visible area by clicking/dragging
27- binding window and editor layout broken for long recordings
28- maybe open the help viewer on the first start, or a simple dialog that
29 initially lists keybidings for gcfclient converts.
30- maybe support mb4/mb5 on selected widgets to facilitate scrolling
31 (inventory, spell list, messge log...) => marc
32- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
33- but fullscreen => minimize (alt-esc) => no way to go back [windows]
34- spell list => scroll down => "Pickup" => scrollbar not updated
35- what happened to the dialog being shown when modifiera are pressed, showing
36 keybindings for this modifier?
33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
34- enter runmode when cursor-key repeats (maybe not?)
35- mapmap (overview) - scroll visible area by clicking/dragging
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
37- maybe move window managing functionality into toplevel
38- better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40 38
41low priority: 39post-1.0:
42- win32, fow_tetxure sometimes nukes other textures 40- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
43 (mostly fixed, but still there: displays list and texture uploads do not go well together) 41 affect neighbouring visible pixels (border bleeding).
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 42- examine etc., should use extendeddrawinfo or sth. similar
43- player list from server for tell etc. commands
44- save only dirty cached maps, and save dirty maps != current map
45- look into extendedmapinfo
45- completer should know more about arguments, e.g. cast summon pet monster, 46- completer should know more about arguments, e.g. cast summon pet monster,
46 or that some commands do not take arguments ("drop all"). 47 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 48- sliders do not change size after reconfigure.
48- alt+cursor == diagonal 49- enter runmode when cursor-key repeats (maybe not?)
49- look into extendedmapinfo 50- cairo/win32 looks like shit (premultiplied alpha bug?)
50- save only dirty cached maps, and save dirty maps != current map 51 (despite horrendous efforts, this is likely not fixable except by building a custom
51- try to synchronize local animation speed with server updates to save on screen refreshes. 52 libcairo for win32).
52- player list from server for tell etc. commands 53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- examine etc., should use extendeddrawinfo or sth. similar
54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56- performance: use texture collections for upstream server data instead if gobs 55- performance: use texture collections for upstream server data instead if gobs
57 of small textures. 56 of small textures.
58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
59 affect neighbouring visible pixels (border bleeding).
60- pango fontsize measure and decrease to achieve real pixel height
61 57
62TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
63- palyer peaceful setting should be independen of game peaceful setting 59- palyer peaceful setting should be independen of game peaceful setting
64 (i.e. one should be able to become hostile against guards but still 60 (i.e. one should be able to become hostile against guards but still
65 be peaceful - the palyer peaceful would be toggled by priests and shown 61 be peaceful - the palyer peaceful would be toggled by priests and shown
89allocating id 73 85allocating id 73
90OK 86OK
91set_face 4784 => 73 87set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0 88libpng warning: Ignoring gAMA chunk with gamma=0
93 89
90 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.
91 /*first pass*/
92 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
93 glDepthMask(FALSE); /*disable Z buffer*/
94 if (premultpliedTransparency)
95 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
96 else
97 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
98 /*render the object here*/
99
100 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:
101 /*second pass*/
102 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
103 glDepthMask(FALSE); /*disable Z buffer*/
104 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
105 /*render the object with alpha replaced with 1-a*/
106
107 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:
108 /*third pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(TRUE); /*enable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1*/
113
114

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