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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.53 by root, Wed May 17 10:12:21 2006 UTC vs.
Revision 1.189 by root, Mon Jul 3 00:40:56 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: online documentation for the client (rig up a podviewer with textview) 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: center and improve dialogs (create cFClient::UI::Dialog) 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: inventory update must be incremental (too slow) (really? check) 13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
14- IMPORTANT: user interface (window positions etc.) should be saved, but 14 show player weight/max weight in inventory
15 b) widget layout is nontrivial as to not obscure map 15 offer common options such as use_skill sense xxx etc. in inventory via menu?
16 c) need better way to center map then middle-button, maybe map overview 16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
17 (but updates will be slow UPDATE updates are not at all slow). 17- skill page in playerbook
18- IMPORTANT: animate faces in inventory etc. 18- enable autopickup/disable in right-click menĂ¼ for map
19- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 19- help window close button
20- IMPORTANT: verify and correct connection-dependent texture management 20- floorbox should show currently open container
21- make simple inventory filters: most recently added/changed, normal, only unlocked
22- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
23- minor: skill list which shows XP and lets u bind stuff
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, press quit)
26- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
27- show stat changes in statusbox
21 28
22should be solved/investitaged before release: 29should be solved/investigated before 1.0 release:
23- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
24 (after starting, pressing login with connection refused, then close window)
25- remove wrap_mode hack from texture and make it a per-texture operation
26- enter runmode when cursor-key repeats
27- mapmap (overview) - scroll visible area by clicking/dragging 30- mapmap (overview) - scroll visible area by clicking/dragging
31- binding window and editor layout broken for long recordings
32- maybe open the help viewer on the first start, or a simple dialog that
33 initially lists keybidings for gcfclient converts.
34- maybe support mb4/mb5 on selected widgets to facilitate scrolling
35 (inventory, spell list, messge log...) => marc
36- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
37- but fullscreen => minimize (alt-esc) => no way to go back [windows]
38- spell list => scroll down => "Pickup" => scrollbar not updated
39- what happened to the dialog being shown when modifiera are pressed, showing
40 keybindings for this modifier?
41- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
42
43post-1.0:
44- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
45 affect neighbouring visible pixels (border bleeding).
46- examine etc., should use extendeddrawinfo or sth. similar
47- player list from server for tell etc. commands
28- save only dirty cached maps, and save dirty maps != current map 48- save only dirty cached maps, and save dirty maps != current map
29- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
30- maybe move window managing functionality into toplevel
31- better window management (feedback)
32- look into extendedmapinfo 49- look into extendedmapinfo
33- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 50- completer should know more about arguments, e.g. cast summon pet monster,
34 51 or that some commands do not take arguments ("drop all").
35low priority: 52- sliders do not change size after reconfigure.
36- player list from server for tell etc. commands 53- enter runmode when cursor-key repeats (maybe not?)
37- examine etc., should use extendeddrawinfo or sth. similar 54- cairo/win32 looks like shit (premultiplied alpha bug?)
55 (despite horrendous efforts, this is likely not fixable except by building a custom
56 libcairo for win32).
57 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
38- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
39- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
40- performance: use texture collections for upstream server data instead if gobs 59- performance: use texture collections for upstream server data instead if gobs
41 of small textures. 60 of small textures.
42- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
43 affect neighbouring visible pixels (border bleeding).
44- pango fontsize measure and decrease to achieve real pixel height
45 61
46TEMPORARY SERVER TODO: 62TEMPORARY SERVER TODO:
47- palyer peaceful setting should be independen of game peaceful setting 63- palyer peaceful setting should be independen of game peaceful setting
48 (i.e. one should be able to become hostile against guards but still 64 (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 65 be peaceful - the palyer peaceful would be toggled by priests and shown
73allocating id 73 89allocating id 73
74OK 90OK
75set_face 4784 => 73 91set_face 4784 => 73
76libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
77 93
94 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.
95 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/
98 if (premultpliedTransparency)
99 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
100 else
101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102 /*render the object here*/
103
104 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:
105 /*second pass*/
106 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
109 /*render the object with alpha replaced with 1-a*/
110
111 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:
112 /*third pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(TRUE); /*enable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1*/
117
118

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