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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.65 by root, Fri May 19 19:11:59 2006 UTC vs.
Revision 1.176 by elmex, Wed Jun 28 09:42:39 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: quit-button, somewhere! 11- IPORTANT³: server crashes
12- IMPORTANT: lose/regain mapping might clear messgae log 12>In the ruins of Narcopin lies the tomb of Aljwaf.
13 (maybe this happens when its being updated when the window isn't mapped => no 13...
14 window context?) 14..
15- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 15many dangers, great rew<
16- IMPORTANT:_ map feedback... e.g. when clicking on it 16- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client
17- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 17 crashe son every startup.
18- IMPORTANT: '.' in map should repeat last command 18- IMPORTANT: running over or pickung up large stacks is etxremely slow.
19- important: center and improve dialogs (create cFClient::UI::Dialog) 19- IMPORTANT: bind to key should always be verbose (DONE)
20- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so 20 (elmex: what is meant by 'verbose' ?)
21- IMPORTANT: inventory update must be incremental (too slow) (really? check) 21 (^ whats being bound to a key, see other, similar, menu entries?)
22- IMPORTANT: user interface (window positions etc.) should be saved, but 22- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
23 b) widget layout is nontrivial as to not obscure map 23 (documenting as found: the binding window is behind other windows, since it forcefully grabs focus,
24 c) need better way to center map then middle-button, maybe map overview 24 - it should always be topmost (z => 1000 or so)
25 (but updates will be slow UPDATE updates are not at all slow). 25- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
26- IMPORTANT: animate faces in inventory etc. 26 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
27- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. 27- IMPORTANT: texture reload not working on scaras machine (maybe now)
28- IMPORTANT: verify and correct connection-dependent texture management 28- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
29- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise 29- IMPORTANT: discuss topmost menu, minor issues
30- IMPORTANT: message log slider goes too far down.
31- IMPORTANT: focus mapwidget on login
32- IMPORTANT: font reconfigure works very badly.
33 30
34should be solved/investitaged before release: 31should be solved/investitaged before BETA release:
32- binding keys is too complicated in the general case => disucss
33- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
34- the binding dialog is sometimes behind all windows
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- add lmb mouse = cast, mmb2 = invoke or so to spell list.
38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts.
40- binding window and editor layout broken for long recordings
41- minor: skill list which shows XP and lets u bind stuff
42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
43 (after starting, press quit)
44- mapmap (overview) - scroll visible area by clicking/dragging
45- maybe move window managing functionality into toplevel: better window management (graphical feedback)
46- the player weight somehow updates strangely when dropping/picking up
47 (update: is this still the case?)
48
49should be solved/investigated before 1.0 release:
50- spell list => scroll down => "Pickup" => scrollbar not updated
51- what happened to the dialog being shown when modifiera are pressed, showing
52 keybindings for this modifier?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
54- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
55- enter runmode when cursor-key repeats (maybe not?)
56- better focus management: put focus onto active windows, remove it again later
57 (mainly to speed up gui interaction when map isn't important).
35- cairo/win32 looks like shit (premultiplied alpha bug?) 58- cairo/win32 looks like shit (premultiplied alpha bug?)
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 59 (despite horrendous efforts, this is likely not fixable except by building a custom
37 (after starting, pressing login with connection refused, then close window) 60 libcairo for win32).
38- flopper/menu imrpovement: 61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
39 * things that are menus should act more like menus 62- the binding editor should have a append-record mode or something like that
40 * inmventory etc. should fade-in automatically when used 63- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
41- add menu itemds for inventory items: mark/inscribe etc. 64 and add column titles (also for other tables like inventory and bindings)
42- remove wrap_mode hack from texture and make it a per-texture operation 65- sliders do not change size after reconfigure.
43- enter runmode when cursor-key repeats 66- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
44- mapmap (overview) - scroll visible area by clicking/dragging 67- investigate fill widget option.
68- win32, fow_tetxure sometimes nukes other textures
69 (mostly fixed, but still there: displays list and texture uploads do not go well together)
70- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
71- completer should know more about arguments, e.g. cast summon pet monster,
72 or that some commands do not take arguments ("drop all").
73- textview should not snap to bottom on resize.
74- alt+cursor == diagonal
75- look into extendedmapinfo
45- save only dirty cached maps, and save dirty maps != current map 76- save only dirty cached maps, and save dirty maps != current map
46- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 77- try to synchronize local animation speed with server updates to save on screen refreshes.
47- maybe move window managing functionality into toplevel
48- better window management (feedback)
49- look into extendedmapinfo
50- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
51
52low priority:
53- player list from server for tell etc. commands 78- player list from server for tell etc. commands
54- examine etc., should use extendeddrawinfo or sth. similar 79- examine etc., should use extendeddrawinfo or sth. similar
55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 80- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
56- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 81- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
57- performance: use texture collections for upstream server data instead if gobs 82- performance: use texture collections for upstream server data instead if gobs
90allocating id 73 115allocating id 73
91OK 116OK
92set_face 4784 => 73 117set_face 4784 => 73
93libpng warning: Ignoring gAMA chunk with gamma=0 118libpng warning: Ignoring gAMA chunk with gamma=0
94 119
120 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.
121 /*first pass*/
122 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/
124 if (premultpliedTransparency)
125 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
126 else
127 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
128 /*render the object here*/
129
130 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:
131 /*second pass*/
132 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/
134 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
135 /*render the object with alpha replaced with 1-a*/
136
137 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:
138 /*third pass*/
139 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
140 glDepthMask(TRUE); /*enable Z buffer*/
141 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
142 /*render the object with alpha replaced with 1*/
143
144

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