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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.62 by root, Thu May 18 01:36:42 2006 UTC vs.
Revision 1.141 by root, Mon Jun 5 22:41:53 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: logical ops are extremely slow on e.g. TNT2, do use a different effect, pls. 11- IMPORTANT: pickup ratio not settable?
12- IMPORTANT: the completer has problems with pango-markup not getting escaped. 12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
13- IMPORTANT: lose/regain mapping might clear messgae log 13 together with removing query dialog altogether.
14 (maybe this happens when its being updated when the window isn't mapped => no 14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
15 window context?) 15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 16- IMPORTANT: bind keys using the completer
17- IMPORTANT:_ map feedback... e.g. when clicking on it 17- IMPORTANT: map-clicking is still off-by-one randomly
18- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
19- IMPORTANT: '.' in map should repeat last command
20- important: center and improve dialogs (create cFClient::UI::Dialog)
21- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
22- IMPORTANT: inventory update must be incremental (too slow) (really? check)
23- IMPORTANT: user interface (window positions etc.) should be saved, but
24 b) widget layout is nontrivial as to not obscure map
25 c) need better way to center map then middle-button, maybe map overview
26 (but updates will be slow UPDATE updates are not at all slow).
27- IMPORTANT: animate faces in inventory etc.
28- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
29- IMPORTANT: verify and correct connection-dependent texture management
30 18
31should be solved/investitaged before release: 19should be solved/investitaged before BETA release:
20- add lmb mouse = cast, mmb2 = invoke or so to spell list.
21- maybe open the help viewer on the first start, or a simple dialog that
22 initially lists keybidings for gcfclient converts.
23- add a "serve rinfo" setup page that tells you what the server supports
24 and more importantly what it does not support.
25- put metaserver list into scrolled viewport, move Use button to back,
26 add tooltips, close together with setup dialog or even notebook page
27 becoming invisible.
28- message log/textview flickers on update.
29- binding window and editor layout broken for long recordings
30- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
31 (use popups, not buttons)
32- minor: skill list which shows XP and lets u bind stuff
33- adding another notebook page "Debug" that sets debnugging flags might or
34 might not help tracking down bugs in the field?
35- log messages received and commands sent to ~/.crossfire/log.$ip
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, pressing login with connection refused, then close window) 37 (after starting, press quit)
34- flopper/menu imrpovement:
35 * things that are menus should act more like menus
36 * inmventory etc. should fade-in automatically when used
37- add menu itemds for inventory items: mark/inscribe etc.
38- remove wrap_mode hack from texture and make it a per-texture operation
39- enter runmode when cursor-key repeats
40- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
39- maybe move window managing functionality into toplevel: better window management (graphical feedback)
40- the player weight somehow updates strangely when dropping/picking up
41 (update: is this still the case?)
42
43should be solved/investigated before 1.0 release:
44- slider e.g. in setup/Spells is not updated when becoming visible
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
47- enter runmode when cursor-key repeats (maybe not?)
48- better focus management: put focus onto active windows, remove it again later
49 (mainly to speed up gui interaction when map isn't important).
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)
54- the binding editor should have a append-record mode or something like that
55- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
56 and add column titles (also for other tables like inventory and bindings)
57- sliders do not change size after reconfigure.
58- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
59- investigate fill widget option.
60- win32, fow_tetxure sometimes nukes other textures
61 (mostly fixed, but still there: displays list and texture uploads do not go well together)
62- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
63- completer should know more about arguments, e.g. cast summon pet monster,
64 or that some commands do not take arguments ("drop all").
65- textview should not snap to bottom on resize.
66- alt+cursor == diagonal
67- look into extendedmapinfo
41- save only dirty cached maps, and save dirty maps != current map 68- save only dirty cached maps, and save dirty maps != current map
42- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 69- try to synchronize local animation speed with server updates to save on screen refreshes.
43- maybe move window managing functionality into toplevel
44- better window management (feedback)
45- look into extendedmapinfo
46- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
47
48low priority:
49- player list from server for tell etc. commands 70- player list from server for tell etc. commands
50- examine etc., should use extendeddrawinfo or sth. similar 71- examine etc., should use extendeddrawinfo or sth. similar
51- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 72- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
52- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 73- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
53- performance: use texture collections for upstream server data instead if gobs 74- performance: use texture collections for upstream server data instead if gobs
86allocating id 73 107allocating id 73
87OK 108OK
88set_face 4784 => 73 109set_face 4784 => 73
89libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
90 111
112 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.
113 /*first pass*/
114 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
115 glDepthMask(FALSE); /*disable Z buffer*/
116 if (premultpliedTransparency)
117 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
118 else
119 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
120 /*render the object here*/
121
122 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:
123 /*second pass*/
124 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/
126 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
127 /*render the object with alpha replaced with 1-a*/
128
129 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:
130 /*third pass*/
131 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
132 glDepthMask(TRUE); /*enable Z buffer*/
133 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
134 /*render the object with alpha replaced with 1*/
135
136

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