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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.77 by root, Wed May 24 21:49:58 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: win32, fow_tetxure sometimes nukes other textures 13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
14 (mostly fixed, but still there: displays list and texture uploads do not go well together) 14 show player weight/max weight in inventory
15- IMPORTANT: lose/regain mapping might clear messgae log 15 offer common options such as use_skill sense xxx etc. in inventory via menu?
16 (maybe this happens when its being updated when the window isn't mapped => no 16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
17 window context?) 17- notebook should provide a visual feedback (support form button class?)
18 (this might be fixed now, watch out for it) 18- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
19- IMPORTANT:_ map feedback... e.g. when clicking on it 19- skill page in playerbook
20- IMPORTANT: ' and " and / should go into compketer :) 20- enable autopickup/disable in right-click menĂ¼ for map
21- IMPORTANT: '.' in map should repeat last command 21- help window close button
22- IMPORTANT: user interface (window positions etc.) should be saved, but 22- floorbox should show currently open container
23 b) widget layout is nontrivial as to not obscure map 23- make simple inventory filters: most recently added/changed, normal, only unlocked
24 c) need better way to center map then middle-button, maybe map overview 24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25 (but updates will be slow UPDATE updates are not at all slow). 25- minor: skill list which shows XP and lets u bind stuff
26- IMPORTANT: focus mapwidget on login 26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
27- IMPORTANT: font reconfigure works very badly. 27 (after starting, press quit)
28- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
28 29
29should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
30- auto-download of all faces from the server in the bg. 31- mapmap (overview) - scroll visible area by clicking/dragging
31- many sliders should have labels attached. 32- binding window and editor layout broken for long recordings
32- widgets need to know about their visibility. the inventory 33- maybe open the help viewer on the first start, or a simple dialog that
33 completely redraws itself on every animation change, even when its not visible. 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?)
34- cairo/win32 looks like shit (premultiplied alpha bug?) 55- cairo/win32 looks like shit (premultiplied alpha bug?)
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 56 (despite horrendous efforts, this is likely not fixable except by building a custom
36 (after starting, pressing login with connection refused, then close window) 57 libcairo for win32).
37- flopper/menu imrpovement: 58 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
38 * things that are menus should act more like menus
39 * inmventory etc. should fade-in automatically when used
40- add menu itemds for inventory items: mark/inscribe etc.
41- remove wrap_mode hack from texture and make it a per-texture operation
42- enter runmode when cursor-key repeats
43- mapmap (overview) - scroll visible area by clicking/dragging
44- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
45- maybe move window managing functionality into toplevel
46- better window management (graphical feedback)
47
48low priority:
49- textview should not snap to bottom on resize.
50- alt+2cursor == diagonal
51- look into extendedmapinfo
52- save only dirty cached maps, and save dirty maps != current map
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.). 59- 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 60- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 61 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 62
65TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
66- palyer peaceful setting should be independen of game peaceful setting 64- palyer peaceful setting should be independen of game peaceful setting
67 (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
68 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
92allocating id 73 90allocating id 73
93OK 91OK
94set_face 4784 => 73 92set_face 4784 => 73
95libpng warning: Ignoring gAMA chunk with gamma=0 93libpng warning: Ignoring gAMA chunk with gamma=0
96 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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