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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 1.181 by root, Wed Jun 28 21:43:14 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- IPORTANT³: server crashes
12 (maybe this happens when its being updated when the window isn't mapped => no 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13 window context?) 13...
14- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 14..
15- IMPORTANT:_ map feedback... e.g. when clicking on it 15many dangers, great rew<
16- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 16- IMPORTANT: running over or pickung up large stacks is etxremely slow
17- IMPORTANT: '.' in map should repeat last command 17 = it still takes "long", but is orders of magnitude faster
18- important: center and improve dialogs (create cFClient::UI::Dialog) 18- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
19- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 19- IMPORTANT: texture reload not working on scaras machine (maybe now)
20- IMPORTANT: inventory update must be incremental (too slow) (really? check) 20 tetxure reload works. but fullscreen => minimize => no way to go back
21- IMPORTANT: user interface (window positions etc.) should be saved, but 21- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
22 b) widget layout is nontrivial as to not obscure map 22- IMPORTANT: discuss topmost menu, minor issues
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 23
33should be solved/investitaged before release: 24should be solved/investitaged before BETA release:
25- floorbox should show currently open container
26- make simple inventory filters: most recently added/changed, normal, only unlocked
27- binding keys is too complicated in the general case => disucss
28- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
29- maybe support mb4/mb5 on selected widgets to facilitate scrolling
30 (inventory, spell list, messge log...) => marc
31- add lmb mouse = cast, mmb2 = invoke or so to spell list.
32- maybe open the help viewer on the first start, or a simple dialog that
33 initially lists keybidings for gcfclient converts.
34- binding window and editor layout broken for long recordings
35- minor: skill list which shows XP and lets u bind stuff
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit)
38- mapmap (overview) - scroll visible area by clicking/dragging
39- maybe move window managing functionality into toplevel: better window management (graphical feedback)
40
41should be solved/investigated before 1.0 release:
42- spell list => scroll down => "Pickup" => scrollbar not updated
43- what happened to the dialog being shown when modifiera are pressed, showing
44 keybindings for this modifier?
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).
34- cairo/win32 looks like shit (premultiplied alpha bug?) 50- cairo/win32 looks like shit (premultiplied alpha bug?)
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 51 (despite horrendous efforts, this is likely not fixable except by building a custom
36 (after starting, pressing login with connection refused, then close window) 52 libcairo for win32).
37- flopper/menu imrpovement: 53 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
38 * things that are menus should act more like menus 54- the binding editor should have a append-record mode or something like that
39 * inmventory etc. should fade-in automatically when used 55- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
40- add menu itemds for inventory items: mark/inscribe etc. 56 and add column titles (also for other tables like inventory and bindings)
41- remove wrap_mode hack from texture and make it a per-texture operation 57- sliders do not change size after reconfigure.
42- enter runmode when cursor-key repeats 58- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
43- mapmap (overview) - scroll visible area by clicking/dragging 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
44- save only dirty cached maps, and save dirty maps != current map 68- 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 69- try to synchronize local animation speed with server updates to save on screen refreshes.
46- maybe move window managing functionality into toplevel
47- better window management (feedback)
48- look into extendedmapinfo
49- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
50
51low priority:
52- player list from server for tell etc. commands 70- player list from server for tell etc. commands
53- examine etc., should use extendeddrawinfo or sth. similar 71- examine etc., should use extendeddrawinfo or sth. similar
54- 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.).
55- 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
56- performance: use texture collections for upstream server data instead if gobs 74- performance: use texture collections for upstream server data instead if gobs
89allocating id 73 107allocating id 73
90OK 108OK
91set_face 4784 => 73 109set_face 4784 => 73
92libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
93 111
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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