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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.71 by root, Mon May 22 03:28:54 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 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 (maybe also for floorbox) 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: quit-button, somewhere! 13 => either using bg attribute, or something else. neither way is currently implementable, imho
14 * dialog, der warnt ein savebed aufzusuchen. 14 => or maybe using an extra icon for curses/magic items?)
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15 maybe drag&drop, otherwise two containers side-by-side makes little sense.
16- IMPORTANT: lose/regain mapping might clear messgae log 16 show player weight/max weight in inventory
17 (maybe this happens when its being updated when the window isn't mapped => no 17 offer common options such as use_skill sense xxx etc. in inventory via menu?
18 window context?) 18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
19 (this might be fixed now, watch out for it) 19- notebook should provide a visual feedback (support form button class?)
20- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 20- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
21- IMPORTANT:_ map feedback... e.g. when clicking on it 21- skill page in playerbook
22- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 22- enable autopickup/disable in right-click menĂ¼ for map
23- IMPORTANT: '.' in map should repeat last command 23- help window close button
24- important: center and improve dialogs (create cFClient::UI::Dialog) 24- floorbox should show currently open container
25- IMPORTANT: user interface (window positions etc.) should be saved, but 25- make simple inventory filters: most recently added/changed, normal, only unlocked
26 b) widget layout is nontrivial as to not obscure map 26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27 c) need better way to center map then middle-button, maybe map overview 27- minor: skill list which shows XP and lets u bind stuff
28 (but updates will be slow UPDATE updates are not at all slow). 28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29- IMPORTANT: verify and correct connection-dependent texture management 29 (after starting, press quit)
30- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise 30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
31- IMPORTANT: message log slider goes too far down.
32- IMPORTANT: focus mapwidget on login
33- IMPORTANT: font reconfigure works very badly.
34 31
35should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
36- widgets need to know about their visibility. the inventory 33- mapmap (overview) - scroll visible area by clicking/dragging
37 completely redraws itself on every animation change, even when its not visible. 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?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45
46post-1.0:
47- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
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
54- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all").
56- sliders do not change size after reconfigure.
57- enter runmode when cursor-key repeats (maybe not?)
38- cairo/win32 looks like shit (premultiplied alpha bug?) 58- cairo/win32 looks like shit (premultiplied alpha bug?)
39- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 59 (despite horrendous efforts, this is likely not fixable except by building a custom
40 (after starting, pressing login with connection refused, then close window) 60 libcairo for win32).
41- flopper/menu imrpovement: 61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
42 * things that are menus should act more like menus
43 * inmventory etc. should fade-in automatically when used
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
48- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
49- maybe move window managing functionality into toplevel
50- better window management (graphical feedback)
51
52low priority:
53- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map
55- inventory update must be incremental (too slow) (really? check)
56- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar
59- 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.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
61- performance: use texture collections for upstream server data instead if gobs 63- performance: use texture collections for upstream server data instead if gobs
62 of small textures. 64 of small textures.
63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
64 affect neighbouring visible pixels (border bleeding).
65- pango fontsize measure and decrease to achieve real pixel height
66 65
67TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
68- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
69 (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
70 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
94allocating id 73 93allocating id 73
95OK 94OK
96set_face 4784 => 73 95set_face 4784 => 73
97libpng warning: Ignoring gAMA chunk with gamma=0 96libpng warning: Ignoring gAMA chunk with gamma=0
98 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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