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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.61 by root, Thu May 18 01:22:41 2006 UTC vs.
Revision 1.190 by root, Mon Jul 3 22:04:25 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: the completer has problems with pango-markup not getting escaped. 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: lose/regain mapping might clear messgae log 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13 (maybe this happens when its being updated when the window isn't mapped => no 13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
14 window context?) 14 show player weight/max weight in inventory
15- IMPORTANT:_ map feedback... e.g. when clicking on it 15 offer common options such as use_skill sense xxx etc. in inventory via menu?
16- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
17- IMPORTANT: '.' in map should repeat last command 17- notebook should provide a visual feedback (support form button class?)
18- important: center and improve dialogs (create cFClient::UI::Dialog) 18- skill page in playerbook
19- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 19- enable autopickup/disable in right-click menĂ¼ for map
20- IMPORTANT: inventory update must be incremental (too slow) (really? check) 20- help window close button
21- IMPORTANT: user interface (window positions etc.) should be saved, but 21- floorbox should show currently open container
22 b) widget layout is nontrivial as to not obscure map 22- make simple inventory filters: most recently added/changed, normal, only unlocked
23 c) need better way to center map then middle-button, maybe map overview 23- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
24 (but updates will be slow UPDATE updates are not at all slow). 24- minor: skill list which shows XP and lets u bind stuff
25- IMPORTANT: animate faces in inventory etc. 25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 26 (after starting, press quit)
27- IMPORTANT: verify and correct connection-dependent texture management 27- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
28- show stat changes in statusbox
28 29
29should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, pressing login with connection refused, then close window)
32- flopper/menu imrpovement:
33 * things that are menus should act more like menus
34 * inmventory etc. should fade-in automatically when used
35- add menu itemds for inventory items: mark/inscribe etc.
36- remove wrap_mode hack from texture and make it a per-texture operation
37- enter runmode when cursor-key repeats
38- mapmap (overview) - scroll visible area by clicking/dragging 31- mapmap (overview) - scroll visible area by clicking/dragging
32- binding window and editor layout broken for long recordings
33- maybe open the help viewer on the first start, or a simple dialog that
34 initially lists keybidings for gcfclient converts.
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
38- but fullscreen => minimize (alt-esc) => no way to go back [windows]
39- spell list => scroll down => "Pickup" => scrollbar not updated
40- what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43
44post-1.0:
45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
46 affect neighbouring visible pixels (border bleeding).
47- examine etc., should use extendeddrawinfo or sth. similar
48- player list from server for tell etc. commands
39- save only dirty cached maps, and save dirty maps != current map 49- save only dirty cached maps, and save dirty maps != current map
40- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
41- maybe move window managing functionality into toplevel
42- better window management (feedback)
43- look into extendedmapinfo 50- look into extendedmapinfo
44- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) 51- completer should know more about arguments, e.g. cast summon pet monster,
45 52 or that some commands do not take arguments ("drop all").
46low priority: 53- sliders do not change size after reconfigure.
47- player list from server for tell etc. commands 54- enter runmode when cursor-key repeats (maybe not?)
48- examine etc., should use extendeddrawinfo or sth. similar 55- cairo/win32 looks like shit (premultiplied alpha bug?)
56 (despite horrendous efforts, this is likely not fixable except by building a custom
57 libcairo for win32).
58 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
49- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
50- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
51- performance: use texture collections for upstream server data instead if gobs 60- performance: use texture collections for upstream server data instead if gobs
52 of small textures. 61 of small textures.
53- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
54 affect neighbouring visible pixels (border bleeding).
55- pango fontsize measure and decrease to achieve real pixel height
56 62
57TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
58- palyer peaceful setting should be independen of game peaceful setting 64- palyer peaceful setting should be independen of game peaceful setting
59 (i.e. one should be able to become hostile against guards but still 65 (i.e. one should be able to become hostile against guards but still
60 be peaceful - the palyer peaceful would be toggled by priests and shown 66 be peaceful - the palyer peaceful would be toggled by priests and shown
84allocating id 73 90allocating id 73
85OK 91OK
86set_face 4784 => 73 92set_face 4784 => 73
87libpng warning: Ignoring gAMA chunk with gamma=0 93libpng warning: Ignoring gAMA chunk with gamma=0
88 94
95 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.
96 /*first pass*/
97 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
98 glDepthMask(FALSE); /*disable Z buffer*/
99 if (premultpliedTransparency)
100 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
101 else
102 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
103 /*render the object here*/
104
105 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:
106 /*second pass*/
107 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
108 glDepthMask(FALSE); /*disable Z buffer*/
109 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
110 /*render the object with alpha replaced with 1-a*/
111
112 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:
113 /*third pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(TRUE); /*enable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1*/
118
119

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