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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.106 by root, Thu Jun 1 05:14:57 2006 UTC vs.
Revision 1.188 by root, Mon Jul 3 00:39:30 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: where did the window titles go, damnit? 11- IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579.
12- IMPORTANT: message log window often loses contents after refreshes/res switches 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: toplevel geometry is not respected on moves. 13- skill page in playerbook
14- IMPORTANT: learning spells does not make them show up automatically in the completer? 14- enable autopickup/disable in right-click menĂ¼ for map
15- IMPORTANT: statusbox update timer 15- help window close button
16- IMPORTANT: statusbox tooltip must not go away on updates 16- floorbox should show currently open container
17- IMPORTANT: history for completer (cursor-up) 17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 18- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
19- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 19- minor: skill list which shows XP and lets u bind stuff
20 (mostly fixed, but still there: displays list and texture uploads do not go well together)
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?)
23 (remaining things to do: testing, seems not to work reliably?)
24
25should be solved/investitaged before release:
26- log messages received and commands sent to ~/.crossfire/log.$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- flopper/menu imrpovement: 22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
33 * things that are menus should act more like menus 23- show stat changes in statusbox
34- better focus management: put focus onto active windows, remove it again later 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?
35- 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.
36- enter runmode when cursor-key repeats (maybe not?)
37- mapmap (overview) - scroll visible area by clicking/dragging
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
39- maybe move window managing functionality into toplevel
40- better window management (graphical feedback)
41- the player weight somehow updates strangely when dropping/picking up
42 38
43low priority: 39post-1.0:
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 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
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- inventory update must be incremental (too slow) (really? check) 52 libcairo for win32).
52- try to synchronize local animation speed with server updates to save on screen refreshes. 53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar
55- 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.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
57- performance: use texture collections for upstream server data instead if gobs 55- performance: use texture collections for upstream server data instead if gobs
58 of small textures. 56 of small textures.
59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
60 affect neighbouring visible pixels (border bleeding).
61- pango fontsize measure and decrease to achieve real pixel height
62 57
63TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
64- palyer peaceful setting should be independen of game peaceful setting 59- palyer peaceful setting should be independen of game peaceful setting
65 (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
66 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
90allocating id 73 85allocating id 73
91OK 86OK
92set_face 4784 => 73 87set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 88libpng warning: Ignoring gAMA chunk with gamma=0
94 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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