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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.85 by root, Thu May 25 03:48:03 2006 UTC vs.
Revision 1.191 by root, Mon Jul 3 23:03:42 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: investigate apply problem (neither space nor completer could apply anymore) 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: learning spells does not make them show up automatically in the completer? 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: widget resizing works badly (sometiems not, like fountain 13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
14 in inventory view, or inventory view tables or statusbox entries...) 14 show player weight/max weight in inventory
15- IMPORTANT: statusbox update timer 15 offer common options such as use_skill sense xxx etc. in inventory via menu?
16- IMPORTANT: statusbox tooltip must not go away on updates 16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
17- IMPORTANT: history for completer (cursor-up) 17- notebook should provide a visual feedback (support form button class?)
18- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 18- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
19- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 19- skill page in playerbook
20 (mostly fixed, but still there: displays list and texture uploads do not go well together) 20- enable autopickup/disable in right-click menĂ¼ for map
21- IMPORTANT: lose/regain mapping might clear messgae log 21- help window close button
22 (maybe this happens when its being updated when the window isn't mapped => no 22- floorbox should show currently open container
23 window context?) 23- make simple inventory filters: most recently added/changed, normal, only unlocked
24 (this might be fixed now, watch out for it) 24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. 25- minor: skill list which shows XP and lets u bind stuff
26- IMPORTANT:_ map feedback... e.g. when clicking on it
27- IMPORTANT: user interface (window positions etc.) should be saved, but
28 b) widget layout is nontrivial as to not obscure map
29 c) need better way to center map then middle-button, maybe map overview
30 (but updates will be slow UPDATE updates are not at all slow).
31
32should be solved/investitaged before release:
33- rethink message display in lower left corner
34- auto-download of all faces from the server in the bg.
35- many sliders should have labels attached.
36- widgets need to know about their visibility. the inventory
37 completely redraws itself on every animation change, even when its not visible.
38- cairo/win32 looks like shit (premultiplied alpha bug?)
39- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
40 (after starting, press quit) 27 (after starting, press quit)
41- flopper/menu imrpovement: 28- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
42 * things that are menus should act more like menus 29
43 * inmventory etc. should fade-in automatically when used 30should be solved/investigated before 1.0 release:
44- add menu itemds for inventory items: mark/inscribe etc.
45- remove wrap_mode hack from texture and make it a per-texture operation
46- enter runmode when cursor-key repeats
47- mapmap (overview) - scroll visible area by clicking/dragging 31- mapmap (overview) - scroll visible area by clicking/dragging
48- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 32- binding window and editor layout broken for long recordings
49- maybe move window managing functionality into toplevel 33- maybe open the help viewer on the first start, or a simple dialog that
50- better window management (graphical feedback) 34 initially lists keybidings for gcfclient converts.
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
38- but fullscreen => minimize (alt-esc) => no way to go back [windows]
39- spell list => scroll down => "Pickup" => scrollbar not updated
40- what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
51 43
52low priority: 44post-1.0:
53- textview should not snap to bottom on resize. 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
54- alt+2cursor == diagonal 46 affect neighbouring visible pixels (border bleeding).
47- examine etc., should use extendeddrawinfo or sth. similar
48- player list from server for tell etc. commands
49- save only dirty cached maps, and save dirty maps != current map
55- look into extendedmapinfo 50- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map 51- completer should know more about arguments, e.g. cast summon pet monster,
57- inventory update must be incremental (too slow) (really? check) 52 or that some commands do not take arguments ("drop all").
58- try to synchronize local animation speed with server updates to save on screen refreshes. 53- sliders do not change size after reconfigure.
59- player list from server for tell etc. commands 54- enter runmode when cursor-key repeats (maybe not?)
60- examine etc., should use extendeddrawinfo or sth. similar 55- cairo/win32 looks like shit (premultiplied alpha bug?)
56 (despite horrendous efforts, this is likely not fixable except by building a custom
57 libcairo for win32).
58 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
63- performance: use texture collections for upstream server data instead if gobs 60- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 61 of small textures.
65- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
66 affect neighbouring visible pixels (border bleeding).
67- pango fontsize measure and decrease to achieve real pixel height
68 62
69TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
70- palyer peaceful setting should be independen of game peaceful setting 64- palyer peaceful setting should be independen of game peaceful setting
71 (i.e. one should be able to become hostile against guards but still 65 (i.e. one should be able to become hostile against guards but still
72 be peaceful - the palyer peaceful would be toggled by priests and shown 66 be peaceful - the palyer peaceful would be toggled by priests and shown
96allocating id 73 90allocating id 73
97OK 91OK
98set_face 4784 => 73 92set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 93libpng warning: Ignoring gAMA chunk with gamma=0
100 94
95 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.
96 /*first pass*/
97 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
98 glDepthMask(FALSE); /*disable Z buffer*/
99 if (premultpliedTransparency)
100 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
101 else
102 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
103 /*render the object here*/
104
105 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:
106 /*second pass*/
107 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
108 glDepthMask(FALSE); /*disable Z buffer*/
109 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
110 /*render the object with alpha replaced with 1-a*/
111
112 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:
113 /*third pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(TRUE); /*enable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1*/
118
119

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