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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.50 by root, Mon May 15 22:59:03 2006 UTC vs.
Revision 1.145 by root, Tue Jun 6 07:54:01 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: recording multiple macros results in only one macro recorded
12 cannot work on them. 12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 13- IMPORTANT: pickup ratio not settable?
14- IMPORTANT: inventory update must be incremental (too slow) 14- IMPORTANT: tooltips that are near the bottom of the screen should be completely visible.
15- IMPORTANT: slider should clip to valid range properly 15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: user interface (window positions etc.) should be saved, but 16- IMPORTANT: bind keys using the completer
17 b) widget layout is nontrivial as to not obscure map 17- IMPORTANT: map-clicking is still off-by-one randomly
18 c) need better way to center map then middle-button, maybe map overview 18- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
19 (but updates will be slow UPDATE updates are not at all slow). 19- IMPORTANT: pickup, spell-list etc. try to send commands to the server even when $CONN is not available
20- IMPORTANT: animate faces in inventory etc.
21- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
22- IMPORTANT: verify and correct connection-dependent texture management
23 20
24should be solved/investitaged before release: 21should be solved/investitaged before BETA release:
22- maybe support mb4/mb5 on selected widgets to facilitate scrolling
23 (inventory, spell list, messge log...) => marc
24- add lmb mouse = cast, mmb2 = invoke or so to spell list.
25- maybe open the help viewer on the first start, or a simple dialog that
26 initially lists keybidings for gcfclient converts.
27- add a "serve rinfo" setup page that tells you what the server supports
28 and more importantly what it does not support.
29- put metaserver list into scrolled viewport, move Use button to back,
30 add tooltips, close together with setup dialog or even notebook page
31 becoming invisible.
32- message log/textview flickers on update.
33- binding window and editor layout broken for long recordings
34- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
35 (use popups, not buttons)
36- minor: skill list which shows XP and lets u bind stuff
37- adding another notebook page "Debug" that sets debnugging flags might or
38 might not help tracking down bugs in the field?
39- log messages received and commands sent to ~/.crossfire/log.$ip
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 40- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 41 (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 42- mapmap (overview) - scroll visible area by clicking/dragging
43- maybe move window managing functionality into toplevel: better window management (graphical feedback)
44- the player weight somehow updates strangely when dropping/picking up
45 (update: is this still the case?)
46
47should be solved/investigated before 1.0 release:
48- what happened to the dialog being shown when modifiera are pressed, showing
49 keybindings for this modifier?
50- slider e.g. in setup/Spells is not updated when becoming visible
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
53- enter runmode when cursor-key repeats (maybe not?)
54- better focus management: put focus onto active windows, remove it again later
55 (mainly to speed up gui interaction when map isn't important).
56- cairo/win32 looks like shit (premultiplied alpha bug?)
57 (despite horrendous efforts, this is likely not fixable except by building a custom
58 libcairo for win32).
59 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
60- the binding editor should have a append-record mode or something like that
61- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
62 and add column titles (also for other tables like inventory and bindings)
63- sliders do not change size after reconfigure.
64- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
65- investigate fill widget option.
66- win32, fow_tetxure sometimes nukes other textures
67 (mostly fixed, but still there: displays list and texture uploads do not go well together)
68- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
69- completer should know more about arguments, e.g. cast summon pet monster,
70 or that some commands do not take arguments ("drop all").
71- textview should not snap to bottom on resize.
72- alt+cursor == diagonal
73- look into extendedmapinfo
30- save only dirty cached maps, and save dirty maps != current map 74- 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 75- 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
33- maybe move window managing functionality into toplevel
34- look into extendeddrawinfo and extendedmapinfo
35- update/check_size should be done at most once/frame/widget.
36
37low priority:
38- player list form server for tell etc. commands 76- player list from server for tell etc. commands
77- examine etc., should use extendeddrawinfo or sth. similar
39- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 78- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
40- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 79- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
41- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
42- performance: use texture collections for upstream server data instead if gobs 80- performance: use texture collections for upstream server data instead if gobs
43 of small textures. 81 of small textures.
44- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 82- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
45 affect neighbouring visible pixels (border bleeding). 83 affect neighbouring visible pixels (border bleeding).
46- pango fontsize measure and decrease to achieve real pixel height 84- pango fontsize measure and decrease to achieve real pixel height
50 (i.e. one should be able to become hostile against guards but still 88 (i.e. one should be able to become hostile against guards but still
51 be peaceful - the palyer peaceful would be toggled by priests and shown 89 be peaceful - the palyer peaceful would be toggled by priests and shown
52 in who, the game peaceful steting would be toggled by the peaceful command 90 in who, the game peaceful steting would be toggled by the peaceful command
53 but not otherwise shown). 91 but not otherwise shown).
54- pippij wants playerstealing to work between hostile players 92- pippij wants playerstealing to work between hostile players
55- schmorp wants to rework the who output format
56- attempt_jump tries to kick jumped-into monster,s but doesn't work 93- attempt_jump tries to kick jumped-into monster,s but doesn't work
57- 1) If you hide, and someone can see you trying to hide, you'll get a 94- 1) If you hide, and someone can see you trying to hide, you'll get a
58 message, even when you can't see that other person. 95 message, even when you can't see that other person.
59- 2) hiding exp is always 1, independant of how difficult it is to hide 96- 2) hiding exp is always 1, independant of how difficult it is to hide
60- 3) jumping into monsters does no damage, even though it's supposed to 97- 3) jumping into monsters does no damage, even though it's supposed to
76allocating id 73 113allocating id 73
77OK 114OK
78set_face 4784 => 73 115set_face 4784 => 73
79libpng warning: Ignoring gAMA chunk with gamma=0 116libpng warning: Ignoring gAMA chunk with gamma=0
80 117
118 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.
119 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency)
123 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
124 else
125 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
126 /*render the object here*/
127
128 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:
129 /*second pass*/
130 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/
132 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
133 /*render the object with alpha replaced with 1-a*/
134
135 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:
136 /*third pass*/
137 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
138 glDepthMask(TRUE); /*enable Z buffer*/
139 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
140 /*render the object with alpha replaced with 1*/
141
142

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