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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.74 by root, Wed May 24 03:29:19 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 11- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
12 (maybe also for floorbox) 12 bind action stays open when closing theamcro recorder
13- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 13- IMPORTANT: discuss topmost menu, minor issues
14- IMPORTANT: lose/regain mapping might clear messgae log 14- enable autopickup/disable in right-click menĂ¼ for map
15 (maybe this happens when its being updated when the window isn't mapped => no 15- help window close button
16 window context?) 16- floorbox should show currently open container
17 (this might be fixed now, watch out for it) 17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- IMPORTANT:_ map feedback... e.g. when clicking on it 18- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
19- IMPORTANT: ' and " and / should go into compketer :) 19- minor: skill list which shows XP and lets u bind stuff
20- IMPORTANT: '.' in map should repeat last command 20- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
21- IMPORTANT: user interface (window positions etc.) should be saved, but 21 (after starting, press quit)
22 b) widget layout is nontrivial as to not obscure map 22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
23 c) need better way to center map then middle-button, maybe map overview 23- show stat changes in statusbox
24 (but updates will be slow UPDATE updates are not at all slow).
25- IMPORTANT: message log slider goes too far down.
26- IMPORTANT: focus mapwidget on login
27- IMPORTANT: font reconfigure works very badly.
28 24
29should be solved/investitaged before release: 25should be solved/investigated before 1.0 release:
30- auto-download of all faces from the server in the bg. 26- mapmap (overview) - scroll visible area by clicking/dragging
31- many sliders should have labels attached. 27- binding window and editor layout broken for long recordings
32- widgets need to know about their visibility. the inventory 28- maybe open the help viewer on the first start, or a simple dialog that
33 completely redraws itself on every animation change, even when its not visible. 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?
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38
39post-1.0:
40- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41 affect neighbouring visible pixels (border bleeding).
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
46- completer should know more about arguments, e.g. cast summon pet monster,
47 or that some commands do not take arguments ("drop all").
48- sliders do not change size after reconfigure.
49- enter runmode when cursor-key repeats (maybe not?)
34- cairo/win32 looks like shit (premultiplied alpha bug?) 50- cairo/win32 looks like shit (premultiplied alpha bug?)
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 51 (despite horrendous efforts, this is likely not fixable except by building a custom
36 (after starting, pressing login with connection refused, then close window) 52 libcairo for win32).
37- flopper/menu imrpovement: 53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
38 * things that are menus should act more like menus
39 * inmventory etc. should fade-in automatically when used
40- add menu itemds for inventory items: mark/inscribe etc.
41- remove wrap_mode hack from texture and make it a per-texture operation
42- enter runmode when cursor-key repeats
43- mapmap (overview) - scroll visible area by clicking/dragging
44- 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
46- better window management (graphical feedback)
47
48low priority:
49- alt+2cursor == diagonal
50- look into extendedmapinfo
51- 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.
54- player list from server for tell etc. commands
55- examine etc., should use extendeddrawinfo or sth. similar
56- 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.).
57- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
58- performance: use texture collections for upstream server data instead if gobs 55- performance: use texture collections for upstream server data instead if gobs
59 of small textures. 56 of small textures.
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding).
62- pango fontsize measure and decrease to achieve real pixel height
63 57
64TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
65- palyer peaceful setting should be independen of game peaceful setting 59- palyer peaceful setting should be independen of game peaceful setting
66 (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
67 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
91allocating id 73 85allocating id 73
92OK 86OK
93set_face 4784 => 73 87set_face 4784 => 73
94libpng warning: Ignoring gAMA chunk with gamma=0 88libpng warning: Ignoring gAMA chunk with gamma=0
95 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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