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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.52 by root, Wed May 17 10:08:07 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 update must be incremental (too slow) (really? check) 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: user interface (window positions etc.) should be saved, but 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13 b) widget layout is nontrivial as to not obscure map 13 => either using bg attribute, or something else. neither way is currently implementable, imho
14 c) need better way to center map then middle-button, maybe map overview 14 => or maybe using an extra icon for curses/magic items?)
15 (but updates will be slow UPDATE updates are not at all slow). 15 maybe drag&drop, otherwise two containers side-by-side makes little sense.
16- IMPORTANT: animate faces in inventory etc. 16 show player weight/max weight in inventory
17- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 17 offer common options such as use_skill sense xxx etc. in inventory via menu?
18- IMPORTANT: verify and correct connection-dependent texture management 18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
19- notebook should provide a visual feedback (support form button class?)
20- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
21- skill page in playerbook
22- enable autopickup/disable in right-click menĂ¼ for map
23- help window close button
24- floorbox should show currently open container
25- make simple inventory filters: most recently added/changed, normal, only unlocked
26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- minor: skill list which shows XP and lets u bind stuff
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, press quit)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
19 31
20should be solved/investitaged before release: 32should be solved/investigated before 1.0 release:
21- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
22 (after starting, pressing login with connection refused, then close window)
23- remove wrap_mode hack from texture and make it a per-texture operation
24- enter runmode when cursor-key repeats
25- mapmap (overview) - scroll visible area by clicking/dragging 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?
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
26- save only dirty cached maps, and save dirty maps != current map 52- save only dirty cached maps, and save dirty maps != current map
27- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
28- maybe move window managing functionality into toplevel
29- better window management (feedback)
30- look into extendedmapinfo 53- look into extendedmapinfo
31- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 54- completer should know more about arguments, e.g. cast summon pet monster,
32 55 or that some commands do not take arguments ("drop all").
33low priority: 56- sliders do not change size after reconfigure.
34- player list from server for tell etc. commands 57- enter runmode when cursor-key repeats (maybe not?)
35- examine etc., should use extendeddrawinfo or sth. similar 58- cairo/win32 looks like shit (premultiplied alpha bug?)
59 (despite horrendous efforts, this is likely not fixable except by building a custom
60 libcairo for win32).
61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
36- 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.).
37- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
38- performance: use texture collections for upstream server data instead if gobs 63- performance: use texture collections for upstream server data instead if gobs
39 of small textures. 64 of small textures.
40- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
41 affect neighbouring visible pixels (border bleeding).
42- pango fontsize measure and decrease to achieve real pixel height
43 65
44TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
45- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
46 (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
47 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
71allocating id 73 93allocating id 73
72OK 94OK
73set_face 4784 => 73 95set_face 4784 => 73
74libpng warning: Ignoring gAMA chunk with gamma=0 96libpng warning: Ignoring gAMA chunk with gamma=0
75 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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