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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.64 by root, Fri May 19 03:49:47 2006 UTC vs.
Revision 1.125 by root, Mon Jun 5 01:22:07 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: lose/regain mapping might clear messgae log 11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed
12 (maybe this happens when its being updated when the window isn't mapped => no 12 together with removing query dialog altogether.
13 window context?) 13- IMPORTANT: statusbox tooltip must not go away on updates
14- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT:_ map feedback... e.g. when clicking on it 15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
16- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 16- IMPORTANT: stats window looks like shit initially (widget allocation?)
17- IMPORTANT: '.' in map should repeat last command 17
18- important: center and improve dialogs (create cFClient::UI::Dialog) 18- binding window and editor layout broken for long recordings
19- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
20- IMPORTANT: inventory update must be incremental (too slow) (really? check) 20- minor: skill list which shows XP and lets u bind stuff
21- IMPORTANT: user interface (window positions etc.) should be saved, but
22 b) widget layout is nontrivial as to not obscure map
23 c) need better way to center map then middle-button, maybe map overview
24 (but updates will be slow UPDATE updates are not at all slow).
25- IMPORTANT: animate faces in inventory etc.
26- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
27- IMPORTANT: verify and correct connection-dependent texture management
28- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
29- IMPORTANT: message log slider goes too far down.
30- IMPORTANT: focus mapwidget on login
31- IMPORTANT: font reconfigure works very badly.
32 21
33should be solved/investitaged before release: 22should be solved/investitaged before release:
23- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
24 and add column titles (also for other tables like inventory and bindings)
25- log messages received and commands sent to ~/.crossfire/log.$ip
26- the binding editor should have a append-record mode or something like that
27- rethink message display in lower left corner
34- cairo/win32 looks like shit (premultiplied alpha bug?) 28- cairo/win32 looks like shit (premultiplied alpha bug?)
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, pressing login with connection refused, then close window) 30 (after starting, press quit)
37- flopper/menu imrpovement: 31- better focus management: put focus onto active windows, remove it again later
38 * things that are menus should act more like menus
39 * inmventory etc. should fade-in automatically when used
40- add menu itemds for inventory items: mark/inscribe etc. 32- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
41- remove wrap_mode hack from texture and make it a per-texture operation
42- enter runmode when cursor-key repeats 33- enter runmode when cursor-key repeats (maybe not?)
43- mapmap (overview) - scroll visible area by clicking/dragging 34- mapmap (overview) - scroll visible area by clicking/dragging
44- save only dirty cached maps, and save dirty maps != current map
45- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- maybe move window managing functionality into toplevel 36- maybe move window managing functionality into toplevel
47- better window management (feedback) 37- better window management (graphical feedback)
48- look into extendedmapinfo 38- the player weight somehow updates strangely when dropping/picking up
49- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
50 39
51low priority: 40low priority:
41- win32, fow_tetxure sometimes nukes other textures
42 (mostly fixed, but still there: displays list and texture uploads do not go well together)
43- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
44- completer should know more about arguments, e.g. cast summon pet monster,
45 or that some commands do not take arguments ("drop all").
46- textview should not snap to bottom on resize.
47- alt+cursor == diagonal
48- look into extendedmapinfo
49- save only dirty cached maps, and save dirty maps != current map
50- try to synchronize local animation speed with server updates to save on screen refreshes.
52- player list from server for tell etc. commands 51- player list from server for tell etc. commands
53- examine etc., should use extendeddrawinfo or sth. similar 52- examine etc., should use extendeddrawinfo or sth. similar
54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 54- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56- performance: use texture collections for upstream server data instead if gobs 55- performance: use texture collections for upstream server data instead if gobs
89allocating id 73 88allocating id 73
90OK 89OK
91set_face 4784 => 73 90set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0 91libpng warning: Ignoring gAMA chunk with gamma=0
93 92
93 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.
94 /*first pass*/
95 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
96 glDepthMask(FALSE); /*disable Z buffer*/
97 if (premultpliedTransparency)
98 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
99 else
100 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
101 /*render the object here*/
102
103 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:
104 /*second pass*/
105 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
106 glDepthMask(FALSE); /*disable Z buffer*/
107 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
108 /*render the object with alpha replaced with 1-a*/
109
110 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:
111 /*third pass*/
112 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
113 glDepthMask(TRUE); /*enable Z buffer*/
114 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
115 /*render the object with alpha replaced with 1*/
116
117

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