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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.113 by root, Sat Jun 3 01:47:12 2006 UTC vs.
Revision 1.192 by root, Tue Jul 4 23:23:31 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: invite (and maybe others) _need_ to be documented 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: move most everything into Setup-dialog with subdialogs. 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: save map shift in config. 13 => either using bg attribute, or something else. neither way is currently implementable, imho
14- IMPORTANT: message log window often loses contents after refreshes/res switches 14 => or maybe using an extra icon for curses/magic items?)
15 (m,aybe not, maybe after loging out and in again?) 15 maybe drag&drop, otherwise two containers side-by-side makes little sense.
16- IMPORTANT: toplevel geometry is not respected on moves. 16 show player weight/max weight in inventory
17- IMPORTANT: learning spells does not make them show up automatically in the completer? 17 offer common options such as use_skill sense xxx etc. in inventory via menu?
18- IMPORTANT: statusbox update timer 18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
19- IMPORTANT: statusbox tooltip must not go away on updates 19- notebook should provide a visual feedback (support form button class?)
20- IMPORTANT: history for completer (cursor-up) 20- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
21- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 21- skill page in playerbook
22- IMPORTANT:_ map feedback... e.g. when clicking on it 22- enable autopickup/disable in right-click menĂ¼ for map
23- IMPORTANT: stats window looks like shit initially (widget allocation?) 23- help window close button
24 24- floorbox should show currently open container
25- binding window and editor layout broken for long recordings 25- make simple inventory filters: most recently added/changed, normal, only unlocked
26- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- minor: skill list which shows XP and lets u bind stuff 27- minor: skill list which shows XP and lets u bind stuff
28
29should be solved/investitaged before release:
30- log messages received and commands sent to ~/.crossfire/log.$ip
31- the binding editor should have a append-record mode or something like that
32- rethink message display in lower left corner
33- cairo/win32 looks like shit (premultiplied alpha bug?)
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit) 29 (after starting, press quit)
36- flopper/menu imrpovement: 30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
37 * things that are menus should act more like menus 31
38- better focus management: put focus onto active windows, remove it again later 32should be solved/investigated before 1.0 release:
33- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings
35- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts.
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
40- but fullscreen => minimize (alt-esc) => no way to go back [windows]
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
39- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
40- enter runmode when cursor-key repeats (maybe not?)
41- mapmap (overview) - scroll visible area by clicking/dragging
42- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
43- maybe move window managing functionality into toplevel
44- better window management (graphical feedback)
45- the player weight somehow updates strangely when dropping/picking up
46 45
47low priority: 46post-1.0:
48- win32, fow_tetxure sometimes nukes other textures 47- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
49 (mostly fixed, but still there: displays list and texture uploads do not go well together) 48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
50- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 49 affect neighbouring visible pixels (border bleeding).
50- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands
52- save only dirty cached maps, and save dirty maps != current map
53- look into extendedmapinfo
51- completer should know more about arguments, e.g. cast summon pet monster, 54- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all"). 55 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize. 56- sliders do not change size after reconfigure.
54- alt+cursor == diagonal 57- enter runmode when cursor-key repeats (maybe not?)
55- look into extendedmapinfo 58- cairo/win32 looks like shit (premultiplied alpha bug?)
56- save only dirty cached maps, and save dirty maps != current map 59 (despite horrendous efforts, this is likely not fixable except by building a custom
57- inventory update must be incremental (too slow) (really? check) 60 libcairo for win32).
58- try to synchronize local animation speed with server updates to save on screen refreshes. 61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
59- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 62- 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 63- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 64 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 65
69TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
70- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
71 (i.e. one should be able to become hostile against guards but still 68 (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 69 be peaceful - the palyer peaceful would be toggled by priests and shown
96allocating id 73 93allocating id 73
97OK 94OK
98set_face 4784 => 73 95set_face 4784 => 73
99libpng warning: Ignoring gAMA chunk with gamma=0 96libpng warning: Ignoring gAMA chunk with gamma=0
100 97
98 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.
99 /*first pass*/
100 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
101 glDepthMask(FALSE); /*disable Z buffer*/
102 if (premultpliedTransparency)
103 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
104 else
105 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
106 /*render the object here*/
107
108 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:
109 /*second pass*/
110 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/
112 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
113 /*render the object with alpha replaced with 1-a*/
114
115 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:
116 /*third pass*/
117 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
118 glDepthMask(TRUE); /*enable Z buffer*/
119 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
120 /*render the object with alpha replaced with 1*/
121
122

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