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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.72 by root, Tue May 23 00:31:28 2006 UTC vs.
Revision 1.191 by root, Mon Jul 3 23:03:42 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- notebook should provide a visual feedback (support form button class?)
18 window context?) 18- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
19 (this might be fixed now, watch out for it) 19- skill page in playerbook
20- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. 20- enable autopickup/disable in right-click menĂ¼ for map
21- IMPORTANT:_ map feedback... e.g. when clicking on it 21- help window close button
22- IMPORTANT: online documentation for the client (rig up a podviewer with textview) 22- floorbox should show currently open container
23- IMPORTANT: '.' in map should repeat last command 23- make simple inventory filters: most recently added/changed, normal, only unlocked
24- important: center and improve dialogs (create cFClient::UI::Dialog) 24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- IMPORTANT: user interface (window positions etc.) should be saved, but 25- minor: skill list which shows XP and lets u bind stuff
26 b) widget layout is nontrivial as to not obscure map 26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
27 c) need better way to center map then middle-button, maybe map overview 27 (after starting, press quit)
28 (but updates will be slow UPDATE updates are not at all slow). 28- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
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 29
35should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
36- many sliders should have labels attached. 31- mapmap (overview) - scroll visible area by clicking/dragging
37- widgets need to know about their visibility. the inventory 32- binding window and editor layout broken for long recordings
38 completely redraws itself on every animation change, even when its not visible. 33- maybe open the help viewer on the first start, or a simple dialog that
34 initially lists keybidings for gcfclient converts.
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
38- but fullscreen => minimize (alt-esc) => no way to go back [windows]
39- spell list => scroll down => "Pickup" => scrollbar not updated
40- what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43
44post-1.0:
45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
46 affect neighbouring visible pixels (border bleeding).
47- examine etc., should use extendeddrawinfo or sth. similar
48- player list from server for tell etc. commands
49- save only dirty cached maps, and save dirty maps != current map
50- look into extendedmapinfo
51- completer should know more about arguments, e.g. cast summon pet monster,
52 or that some commands do not take arguments ("drop all").
53- sliders do not change size after reconfigure.
54- enter runmode when cursor-key repeats (maybe not?)
39- cairo/win32 looks like shit (premultiplied alpha bug?) 55- cairo/win32 looks like shit (premultiplied alpha bug?)
40- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 56 (despite horrendous efforts, this is likely not fixable except by building a custom
41 (after starting, pressing login with connection refused, then close window) 57 libcairo for win32).
42- flopper/menu imrpovement: 58 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
43 * things that are menus should act more like menus
44 * inmventory etc. should fade-in automatically when used
45- add menu itemds for inventory items: mark/inscribe etc.
46- remove wrap_mode hack from texture and make it a per-texture operation
47- enter runmode when cursor-key repeats
48- mapmap (overview) - scroll visible area by clicking/dragging
49- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
50- maybe move window managing functionality into toplevel
51- better window management (graphical feedback)
52
53low priority:
54- look into extendedmapinfo
55- save only dirty cached maps, and save dirty maps != current map
56- inventory update must be incremental (too slow) (really? check)
57- try to synchronize local animation speed with server updates to save on screen refreshes.
58- player list from server for tell etc. commands
59- examine etc., should use extendeddrawinfo or sth. similar
60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
61- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
62- performance: use texture collections for upstream server data instead if gobs 60- performance: use texture collections for upstream server data instead if gobs
63 of small textures. 61 of small textures.
64- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
65 affect neighbouring visible pixels (border bleeding).
66- pango fontsize measure and decrease to achieve real pixel height
67 62
68TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
69- palyer peaceful setting should be independen of game peaceful setting 64- palyer peaceful setting should be independen of game peaceful setting
70 (i.e. one should be able to become hostile against guards but still 65 (i.e. one should be able to become hostile against guards but still
71 be peaceful - the palyer peaceful would be toggled by priests and shown 66 be peaceful - the palyer peaceful would be toggled by priests and shown
95allocating id 73 90allocating id 73
96OK 91OK
97set_face 4784 => 73 92set_face 4784 => 73
98libpng warning: Ignoring gAMA chunk with gamma=0 93libpng warning: Ignoring gAMA chunk with gamma=0
99 94
95 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.
96 /*first pass*/
97 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
98 glDepthMask(FALSE); /*disable Z buffer*/
99 if (premultpliedTransparency)
100 glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
101 else
102 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
103 /*render the object here*/
104
105 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:
106 /*second pass*/
107 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
108 glDepthMask(FALSE); /*disable Z buffer*/
109 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
110 /*render the object with alpha replaced with 1-a*/
111
112 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:
113 /*third pass*/
114 glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/
115 glDepthMask(TRUE); /*enable Z buffer*/
116 glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO);
117 /*render the object with alpha replaced with 1*/
118
119

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