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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.48 by root, Fri May 12 02:08:51 2006 UTC vs.
Revision 1.174 by root, Sun Jun 25 18:30:56 2006 UTC

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: kick elmex for not documenting the bugs here so other people 11- IMPORTANT: spell list => scorll down => "Pickup" => scrollbar not updated
12 cannot work on them. 12- IMPORTANT: bind to key in complete has no effect
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 13 + fixed
14- IMPORTANT: inventory update must be incremental (too slow) 14 - (and should be verbose) (elmex: what is meant by 'verbose' ?)
15- IMPORTANT: slider should clip to valid range properly 15- IMPORTANT: new key bindings not shown,
16- IMPORTANT: user interface (window positions etc.) should be saved, but 16 + key bindings do refresh now correctly
17 b) widget layout is nontrivial as to not obscure map 17 - please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
18 c) need better way to center map then middle-button, maybe map overview 18- IMPORTANT: recording multiple macros results in only one macro recorded
19 (but updates will be slow UPDATE updates are not at all slow). 19 - how to 'record multiple macros'? (elmex: please explain)
20- IMPORTANT: animate faces in inventory etc. 20- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 21 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
22- IMPORTANT: verify and correct connection-dependent texture management 22- IMPORTANT: texture reload not working on scaras machine (maybe now)
23- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23 24
24should be solved/investitaged before release: 25should be solved/investitaged before BETA release:
26- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
27- the binding dialog is sometimes behind all windows
28- maybe support mb4/mb5 on selected widgets to facilitate scrolling
29 (inventory, spell list, messge log...) => marc
30- add lmb mouse = cast, mmb2 = invoke or so to spell list.
31- maybe open the help viewer on the first start, or a simple dialog that
32 initially lists keybidings for gcfclient converts.
33- binding window and editor layout broken for long recordings
34- minor: skill list which shows XP and lets u bind stuff
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 36 (after starting, press quit)
27- remove wrap_mode hack from texture and make it a per-texture operation
28- enter runmode when cursor-key repeats
29- mapmap (overview) - scroll visible area by clicking/dragging 37- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40 (update: is this still the case?)
41
42should be solved/investigated before 1.0 release:
43- what happened to the dialog being shown when modifiera are pressed, showing
44 keybindings for this modifier?
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
47- enter runmode when cursor-key repeats (maybe not?)
48- better focus management: put focus onto active windows, remove it again later
49 (mainly to speed up gui interaction when map isn't important).
50- cairo/win32 looks like shit (premultiplied alpha bug?)
51 (despite horrendous efforts, this is likely not fixable except by building a custom
52 libcairo for win32).
53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
54- the binding editor should have a append-record mode or something like that
55- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
56 and add column titles (also for other tables like inventory and bindings)
57- sliders do not change size after reconfigure.
58- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
59- investigate fill widget option.
60- win32, fow_tetxure sometimes nukes other textures
61 (mostly fixed, but still there: displays list and texture uploads do not go well together)
62- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
63- completer should know more about arguments, e.g. cast summon pet monster,
64 or that some commands do not take arguments ("drop all").
65- textview should not snap to bottom on resize.
66- alt+cursor == diagonal
67- look into extendedmapinfo
30- save only dirty cached maps, and save dirty maps != current map 68- save only dirty cached maps, and save dirty maps != current map
31- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 69- try to synchronize local animation speed with server updates to save on screen refreshes.
32- mesa-rendering of textview shows only garbage and/or another texture 70- player list from server for tell etc. commands
33- maybe move window managing functionality into toplevel 71- examine etc., should use extendeddrawinfo or sth. similar
34- look into extendeddrawinfo and extendedmapinfo 72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
35- update/check_size should be done at most once/frame/widget.
36
37low priority:
38- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 73- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
39- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
40- performance: use texture collections for upstream server data instead if gobs 74- performance: use texture collections for upstream server data instead if gobs
41 of small textures. 75 of small textures.
42- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 76- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
43 affect neighbouring visible pixels (border bleeding). 77 affect neighbouring visible pixels (border bleeding).
44- pango fontsize measure and decrease to achieve real pixel height 78- pango fontsize measure and decrease to achieve real pixel height
47- palyer peaceful setting should be independen of game peaceful setting 81- palyer peaceful setting should be independen of game peaceful setting
48 (i.e. one should be able to become hostile against guards but still 82 (i.e. one should be able to become hostile against guards but still
49 be peaceful - the palyer peaceful would be toggled by priests and shown 83 be peaceful - the palyer peaceful would be toggled by priests and shown
50 in who, the game peaceful steting would be toggled by the peaceful command 84 in who, the game peaceful steting would be toggled by the peaceful command
51 but not otherwise shown). 85 but not otherwise shown).
52- run flawfinder on cf
53- disable old socket mode in server
54- implement suicide command for server
55- cavehippo wants hashstring to be changed to hash name
56- pippij wants playerstealing to work between hostile players 86- pippij wants playerstealing to work between hostile players
57- schmorp wants to rework the who output format
58- attempt_jump tries to kick jumped-into monster,s but doesn't work 87- attempt_jump tries to kick jumped-into monster,s but doesn't work
59- 1) If you hide, and someone can see you trying to hide, you'll get a 88- 1) If you hide, and someone can see you trying to hide, you'll get a
60 message, even when you can't see that other person. 89 message, even when you can't see that other person.
61- 2) hiding exp is always 1, independant of how difficult it is to hide 90- 2) hiding exp is always 1, independant of how difficult it is to hide
62- 3) jumping into monsters does no damage, even though it's supposed to 91- 3) jumping into monsters does no damage, even though it's supposed to
78allocating id 73 107allocating id 73
79OK 108OK
80set_face 4784 => 73 109set_face 4784 => 73
81libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
82 111
112 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.
113 /*first pass*/
114 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 if (premultpliedTransparency)
117 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
118 else
119 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
120 /*render the object here*/
121
122 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:
123 /*second pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1-a*/
128
129 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:
130 /*third pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(TRUE); /*enable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1*/
135
136

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