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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.60 by root, Thu May 18 00:56:27 2006 UTC vs.
Revision 1.188 by root, Mon Jul 3 00:39:30 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: lose/regain mapping might clear messgae log 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 this happens when its being updated when the window isn't mapped => no 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13 window context?) 13- skill page in playerbook
14- IMPORTANT:_ map feedback... e.g. when clicking on it 14- enable autopickup/disable in right-click menĂ¼ for map
15- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 15- help window close button
16- IMPORTANT: '.' in map should repeat last command 16- floorbox should show currently open container
17- important: center and improve dialogs (create cFClient::UI::Dialog) 17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 18- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
19- IMPORTANT: inventory update must be incremental (too slow) (really? check) 19- minor: skill list which shows XP and lets u bind stuff
20- IMPORTANT: user interface (window positions etc.) should be saved, but 20- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
21 b) widget layout is nontrivial as to not obscure map 21 (after starting, press quit)
22 c) need better way to center map then middle-button, maybe map overview 22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
23 (but updates will be slow UPDATE updates are not at all slow). 23- show stat changes in statusbox
24- IMPORTANT: animate faces in inventory etc.
25- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
26- IMPORTANT: verify and correct connection-dependent texture management
27 24
28should be solved/investitaged before release: 25should be solved/investigated before 1.0 release:
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, pressing login with connection refused, then close window)
31- flopper/menu imrpovement:
32 * things that are menus should act more like menus
33 * inmventory etc. should fade-in automatically when used
34- add menu itemds for inventory items: mark/inscribe etc.
35- remove wrap_mode hack from texture and make it a per-texture operation
36- enter runmode when cursor-key repeats
37- mapmap (overview) - scroll visible area by clicking/dragging 26- mapmap (overview) - scroll visible area by clicking/dragging
27- binding window and editor layout broken for long recordings
28- maybe open the help viewer on the first start, or a simple dialog that
29 initially lists keybidings for gcfclient converts.
30- maybe support mb4/mb5 on selected widgets to facilitate scrolling
31 (inventory, spell list, messge log...) => marc
32- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
33- but fullscreen => minimize (alt-esc) => no way to go back [windows]
34- spell list => scroll down => "Pickup" => scrollbar not updated
35- what happened to the dialog being shown when modifiera are pressed, showing
36 keybindings for this modifier?
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38
39post-1.0:
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- examine etc., should use extendeddrawinfo or sth. similar
43- player list from server for tell etc. commands
38- save only dirty cached maps, and save dirty maps != current map 44- save only dirty cached maps, and save dirty maps != current map
39- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40- maybe move window managing functionality into toplevel
41- better window management (feedback)
42- look into extendedmapinfo 45- look into extendedmapinfo
43- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 46- completer should know more about arguments, e.g. cast summon pet monster,
44 47 or that some commands do not take arguments ("drop all").
45low priority: 48- sliders do not change size after reconfigure.
46- player list from server for tell etc. commands 49- enter runmode when cursor-key repeats (maybe not?)
47- examine etc., should use extendeddrawinfo or sth. similar 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)
48- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
49- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
50- performance: use texture collections for upstream server data instead if gobs 55- performance: use texture collections for upstream server data instead if gobs
51 of small textures. 56 of small textures.
52- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
53 affect neighbouring visible pixels (border bleeding).
54- pango fontsize measure and decrease to achieve real pixel height
55 57
56TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
57- palyer peaceful setting should be independen of game peaceful setting 59- palyer peaceful setting should be independen of game peaceful setting
58 (i.e. one should be able to become hostile against guards but still 60 (i.e. one should be able to become hostile against guards but still
59 be peaceful - the palyer peaceful would be toggled by priests and shown 61 be peaceful - the palyer peaceful would be toggled by priests and shown
83allocating id 73 85allocating id 73
84OK 86OK
85set_face 4784 => 73 87set_face 4784 => 73
86libpng warning: Ignoring gAMA chunk with gamma=0 88libpng warning: Ignoring gAMA chunk with gamma=0
87 89
90 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.
91 /*first pass*/
92 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
93 glDepthMask(FALSE); /*disable Z buffer*/
94 if (premultpliedTransparency)
95 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
96 else
97 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
98 /*render the object here*/
99
100 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:
101 /*second pass*/
102 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
103 glDepthMask(FALSE); /*disable Z buffer*/
104 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
105 /*render the object with alpha replaced with 1-a*/
106
107 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:
108 /*third pass*/
109 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
110 glDepthMask(TRUE); /*enable Z buffer*/
111 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
112 /*render the object with alpha replaced with 1*/
113
114

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