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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 1.188 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: logical ops are extremely slow on e.g. TNT2, do use a different effect, pls. 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: the completer has problems with pango-markup not getting escaped. 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: lose/regain mapping might clear messgae log 13- skill page in playerbook
14 (maybe this happens when its being updated when the window isn't mapped => no 14- enable autopickup/disable in right-click menĂ¼ for map
15 window context?) 15- help window close button
16- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 16- floorbox should show currently open container
17- IMPORTANT:_ map feedback... e.g. when clicking on it 17- make simple inventory filters: most recently added/changed, normal, only unlocked
18- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 18- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
19- IMPORTANT: '.' in map should repeat last command 19- minor: skill list which shows XP and lets u bind stuff
20- important: center and improve dialogs (create cFClient::UI::Dialog) 20- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
21- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 21 (after starting, press quit)
22- IMPORTANT: inventory update must be incremental (too slow) (really? check) 22- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
23- IMPORTANT: user interface (window positions etc.) should be saved, but 23- show stat changes in statusbox
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 24
31should be solved/investitaged before release: 25should be solved/investigated before 1.0 release:
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, pressing login with connection refused, then close window)
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 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
41- save only dirty cached maps, and save dirty maps != current map 44- 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
43- maybe move window managing functionality into toplevel
44- better window management (feedback)
45- look into extendedmapinfo 45- look into extendedmapinfo
46- 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,
47 47 or that some commands do not take arguments ("drop all").
48low priority: 48- sliders do not change size after reconfigure.
49- player list from server for tell etc. commands 49- enter runmode when cursor-key repeats (maybe not?)
50- 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)
51- 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.).
52- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
53- performance: use texture collections for upstream server data instead if gobs 55- performance: use texture collections for upstream server data instead if gobs
54 of small textures. 56 of small textures.
55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56 affect neighbouring visible pixels (border bleeding).
57- pango fontsize measure and decrease to achieve real pixel height
58 57
59TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
60- palyer peaceful setting should be independen of game peaceful setting 59- palyer peaceful setting should be independen of game peaceful setting
61 (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
62 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
86allocating id 73 85allocating id 73
87OK 86OK
88set_face 4784 => 73 87set_face 4784 => 73
89libpng warning: Ignoring gAMA chunk with gamma=0 88libpng warning: Ignoring gAMA chunk with gamma=0
90 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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