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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.68 by root, Mon May 22 01:28:06 2006 UTC vs.
Revision 1.148 by root, Wed Jun 7 05:48:52 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: skill-pod benutzen! 11- IMPORTANT: recording multiple macros results in only one macro recorded
12- IMPORTANT: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 12- IMPORTANT: texture reload not working on scaras machine
13 (maybe also for floorbox) 13- IMPORTANT: pickup ratio not settable?
14- IMPORTANT: quit-button, somewhere! 14- IMPORTANT: history for completer (cursor-up)
15 * dialog, der warnt ein savebed aufzusuchen. 15- IMPORTANT: bind keys using the completer
16- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 16- IMPORTANT: map-clicking is still off-by-one randomly
17- IMPORTANT: lose/regain mapping might clear messgae log 17- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
18 (maybe this happens when its being updated when the window isn't mapped => no 18- IMPORTANT: pickup, spell-list etc. try to send commands to the server even when $CONN is not available
19 window context?)
20- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
21- IMPORTANT:_ map feedback... e.g. when clicking on it
22- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
23- IMPORTANT: '.' in map should repeat last command
24- important: center and improve dialogs (create cFClient::UI::Dialog)
25- IMPORTANT: user interface (window positions etc.) should be saved, but
26 b) widget layout is nontrivial as to not obscure map
27 c) need better way to center map then middle-button, maybe map overview
28 (but updates will be slow UPDATE updates are not at all slow).
29- IMPORTANT: verify and correct connection-dependent texture management
30- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
31- IMPORTANT: message log slider goes too far down.
32- IMPORTANT: focus mapwidget on login
33- IMPORTANT: font reconfigure works very badly.
34 19
35should be solved/investitaged before release: 20should be solved/investitaged before BETA release:
21- maybe support mb4/mb5 on selected widgets to facilitate scrolling
22 (inventory, spell list, messge log...) => marc
23- add lmb mouse = cast, mmb2 = invoke or so to spell list.
24- maybe open the help viewer on the first start, or a simple dialog that
25 initially lists keybidings for gcfclient converts.
26- add a "serve rinfo" setup page that tells you what the server supports
27 and more importantly what it does not support.
28- binding window and editor layout broken for long recordings
29- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
30 (use popups, not buttons)
31- minor: skill list which shows XP and lets u bind stuff
32- adding another notebook page "Debug" that sets debnugging flags might or
33 might not help tracking down bugs in the field?
34- log messages received and commands sent to ~/.crossfire/log.$ip
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit)
37- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40 (update: is this still the case?)
41
42should be solved/investigated before 1.0 release:
43- what happened to the dialog being shown when modifiera are pressed, showing
44 keybindings for this modifier?
45- slider e.g. in setup/Spells is not updated when becoming visible
46- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
47- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
48- enter runmode when cursor-key repeats (maybe not?)
49- better focus management: put focus onto active windows, remove it again later
50 (mainly to speed up gui interaction when map isn't important).
36- cairo/win32 looks like shit (premultiplied alpha bug?) 51- cairo/win32 looks like shit (premultiplied alpha bug?)
37- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 52 (despite horrendous efforts, this is likely not fixable except by building a custom
38 (after starting, pressing login with connection refused, then close window) 53 libcairo for win32).
39- flopper/menu imrpovement: 54 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
40 * things that are menus should act more like menus 55- the binding editor should have a append-record mode or something like that
41 * inmventory etc. should fade-in automatically when used 56- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
42- add menu itemds for inventory items: mark/inscribe etc. 57 and add column titles (also for other tables like inventory and bindings)
43- remove wrap_mode hack from texture and make it a per-texture operation 58- sliders do not change size after reconfigure.
44- enter runmode when cursor-key repeats 59- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
45- mapmap (overview) - scroll visible area by clicking/dragging 60- investigate fill widget option.
61- win32, fow_tetxure sometimes nukes other textures
62 (mostly fixed, but still there: displays list and texture uploads do not go well together)
63- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
64- completer should know more about arguments, e.g. cast summon pet monster,
65 or that some commands do not take arguments ("drop all").
66- textview should not snap to bottom on resize.
67- alt+cursor == diagonal
68- look into extendedmapinfo
46- save only dirty cached maps, and save dirty maps != current map 69- save only dirty cached maps, and save dirty maps != current map
47- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
48- maybe move window managing functionality into toplevel
49- better window management (feedback)
50- look into extendedmapinfo
51- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
52
53low priority:
54- inventory update must be incremental (too slow) (really? check)
55- try to synchronize local animation speed with server updates to save on screen refreshes. 70- try to synchronize local animation speed with server updates to save on screen refreshes.
56- player list from server for tell etc. commands 71- player list from server for tell etc. commands
57- examine etc., should use extendeddrawinfo or sth. similar 72- examine etc., should use extendeddrawinfo or sth. similar
58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 73- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
59- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 74- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
93allocating id 73 108allocating id 73
94OK 109OK
95set_face 4784 => 73 110set_face 4784 => 73
96libpng warning: Ignoring gAMA chunk with gamma=0 111libpng warning: Ignoring gAMA chunk with gamma=0
97 112
113 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.
114 /*first pass*/
115 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
116 glDepthMask(FALSE); /*disable Z buffer*/
117 if (premultpliedTransparency)
118 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
119 else
120 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
121 /*render the object here*/
122
123 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:
124 /*second pass*/
125 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
126 glDepthMask(FALSE); /*disable Z buffer*/
127 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
128 /*render the object with alpha replaced with 1-a*/
129
130 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:
131 /*third pass*/
132 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
133 glDepthMask(TRUE); /*enable Z buffer*/
134 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
135 /*render the object with alpha replaced with 1*/
136
137

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