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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.69 by root, Mon May 22 02:19:17 2006 UTC vs.
Revision 1.189 by root, Mon Jul 3 00:40:56 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop 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 (maybe also for floorbox) 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: quit-button, somewhere! 13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
14 * dialog, der warnt ein savebed aufzusuchen. 14 show player weight/max weight in inventory
15- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 15 offer common options such as use_skill sense xxx etc. in inventory via menu?
16- IMPORTANT: lose/regain mapping might clear messgae log 16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
17 (maybe this happens when its being updated when the window isn't mapped => no 17- skill page in playerbook
18 window context?) 18- enable autopickup/disable in right-click menĂ¼ for map
19- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 19- help window close button
20- IMPORTANT:_ map feedback... e.g. when clicking on it 20- floorbox should show currently open container
21- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 21- make simple inventory filters: most recently added/changed, normal, only unlocked
22- IMPORTANT: '.' in map should repeat last command 22- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
23- important: center and improve dialogs (create cFClient::UI::Dialog) 23- minor: skill list which shows XP and lets u bind stuff
24- IMPORTANT: user interface (window positions etc.) should be saved, but 24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 b) widget layout is nontrivial as to not obscure map 25 (after starting, press quit)
26 c) need better way to center map then middle-button, maybe map overview 26- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
27 (but updates will be slow UPDATE updates are not at all slow). 27- show stat changes in statusbox
28- IMPORTANT: verify and correct connection-dependent texture management
29- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise
30- IMPORTANT: message log slider goes too far down.
31- IMPORTANT: focus mapwidget on login
32- IMPORTANT: font reconfigure works very badly.
33 28
34should be solved/investitaged before release: 29should be solved/investigated before 1.0 release:
30- mapmap (overview) - scroll visible area by clicking/dragging
31- binding window and editor layout broken for long recordings
32- maybe open the help viewer on the first start, or a simple dialog that
33 initially lists keybidings for gcfclient converts.
34- maybe support mb4/mb5 on selected widgets to facilitate scrolling
35 (inventory, spell list, messge log...) => marc
36- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
37- but fullscreen => minimize (alt-esc) => no way to go back [windows]
38- spell list => scroll down => "Pickup" => scrollbar not updated
39- what happened to the dialog being shown when modifiera are pressed, showing
40 keybindings for this modifier?
41- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
42
43post-1.0:
44- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
45 affect neighbouring visible pixels (border bleeding).
46- examine etc., should use extendeddrawinfo or sth. similar
47- player list from server for tell etc. commands
48- save only dirty cached maps, and save dirty maps != current map
49- look into extendedmapinfo
50- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all").
52- sliders do not change size after reconfigure.
53- enter runmode when cursor-key repeats (maybe not?)
35- cairo/win32 looks like shit (premultiplied alpha bug?) 54- cairo/win32 looks like shit (premultiplied alpha bug?)
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 55 (despite horrendous efforts, this is likely not fixable except by building a custom
37 (after starting, pressing login with connection refused, then close window) 56 libcairo for win32).
38- flopper/menu imrpovement: 57 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
39 * things that are menus should act more like menus
40 * inmventory etc. should fade-in automatically when used
41- add menu itemds for inventory items: mark/inscribe etc.
42- remove wrap_mode hack from texture and make it a per-texture operation
43- enter runmode when cursor-key repeats
44- mapmap (overview) - scroll visible area by clicking/dragging
45- 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
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- inventory update must be incremental (too slow) (really? check)
54- try to synchronize local animation speed with server updates to save on screen refreshes.
55- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar
57- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
59- performance: use texture collections for upstream server data instead if gobs 59- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 60 of small textures.
61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
62 affect neighbouring visible pixels (border bleeding).
63- pango fontsize measure and decrease to achieve real pixel height
64 61
65TEMPORARY SERVER TODO: 62TEMPORARY SERVER TODO:
66- palyer peaceful setting should be independen of game peaceful setting 63- palyer peaceful setting should be independen of game peaceful setting
67 (i.e. one should be able to become hostile against guards but still 64 (i.e. one should be able to become hostile against guards but still
68 be peaceful - the palyer peaceful would be toggled by priests and shown 65 be peaceful - the palyer peaceful would be toggled by priests and shown
92allocating id 73 89allocating id 73
93OK 90OK
94set_face 4784 => 73 91set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
96 93
94 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.
95 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/
98 if (premultpliedTransparency)
99 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
100 else
101 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
102 /*render the object here*/
103
104 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:
105 /*second pass*/
106 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/
108 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
109 /*render the object with alpha replaced with 1-a*/
110
111 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:
112 /*third pass*/
113 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
114 glDepthMask(TRUE); /*enable Z buffer*/
115 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
116 /*render the object with alpha replaced with 1*/
117
118

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