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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.97 by elmex, Tue May 30 08:12:50 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: toplevel geometry is not respected on moves. 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- IMPORTANT: user_x/user_y for layout setting 12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
13- IMPORTANT: learning spells does not make them show up automatically in the completer? 13 maybe drag&drop, otherwise two containers side-by-side makes little sense.
14- IMPORTANT: statusbox update timer 14 show player weight/max weight in inventory
15- IMPORTANT: statusbox tooltip must not go away on updates 15 offer common options such as use_skill sense xxx etc. in inventory via menu?
16- IMPORTANT: history for completer (cursor-up) 16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
17- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 17- skill page in playerbook
18- IMPORTANT: win32, fow_tetxure sometimes nukes other textures 18- enable autopickup/disable in right-click menĂ¼ for map
19 (mostly fixed, but still there: displays list and texture uploads do not go well together) 19- help window close button
20- IMPORTANT:_ map feedback... e.g. when clicking on it 20- floorbox should show currently open container
21- IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) 21- make simple inventory filters: most recently added/changed, normal, only unlocked
22 b) widget layout is nontrivial as to not obscure map 22- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
23 c) need better way to center map then middle-button, maybe map overview 23- minor: skill list which shows XP and lets u bind stuff
24 (but updates will be slow UPDATE updates are not at all slow).
25- IMPORTANT: When spellbooks are read they dont disappear from inventory window (eg. from a bag)
26
27should be solved/investitaged before release:
28- make action recorder to an editor of bindings (edit binding, and record/change actions)
29- rethink message display in lower left corner
30- the inventory
31 completely redraws itself on every animation change, even when its not visible.
32- cairo/win32 looks like shit (premultiplied alpha bug?)
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit) 25 (after starting, press quit)
35- flopper/menu imrpovement: 26- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
36 * things that are menus should act more like menus 27- show stat changes in statusbox
37 * inmventory etc. should fade-in automatically when used 28
38- add menu itemds for inventory items: mark/inscribe etc. 29should be solved/investigated before 1.0 release:
39- remove wrap_mode hack from texture and make it a per-texture operation
40- enter runmode when cursor-key repeats
41- mapmap (overview) - scroll visible area by clicking/dragging 30- mapmap (overview) - scroll visible area by clicking/dragging
42- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 31- binding window and editor layout broken for long recordings
43- maybe move window managing functionality into toplevel 32- maybe open the help viewer on the first start, or a simple dialog that
44- better window management (graphical feedback) 33 initially lists keybidings for gcfclient converts.
45- the player weight somehow updates strangely when dropping/picking up 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.
46 42
47low priority: 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
48- completer should know more about arguments, e.g. cast summon pet monster, 50- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
50- textview should not snap to bottom on resize. 52- sliders do not change size after reconfigure.
51- alt+cursor == diagonal 53- enter runmode when cursor-key repeats (maybe not?)
52- look into extendedmapinfo 54- cairo/win32 looks like shit (premultiplied alpha bug?)
53- save only dirty cached maps, and save dirty maps != current map 55 (despite horrendous efforts, this is likely not fixable except by building a custom
54- inventory update must be incremental (too slow) (really? check) 56 libcairo for win32).
55- try to synchronize local animation speed with server updates to save on screen refreshes. 57 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
56- player list from server for tell etc. commands
57- examine etc., should use extendeddrawinfo or sth. similar
58- 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.).
59- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
60- performance: use texture collections for upstream server data instead if gobs 59- performance: use texture collections for upstream server data instead if gobs
61 of small textures. 60 of small textures.
62- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
63 affect neighbouring visible pixels (border bleeding).
64- pango fontsize measure and decrease to achieve real pixel height
65 61
66TEMPORARY SERVER TODO: 62TEMPORARY SERVER TODO:
67- palyer peaceful setting should be independen of game peaceful setting 63- palyer peaceful setting should be independen of game peaceful setting
68 (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
69 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
93allocating id 73 89allocating id 73
94OK 90OK
95set_face 4784 => 73 91set_face 4784 => 73
96libpng warning: Ignoring gAMA chunk with gamma=0 92libpng warning: Ignoring gAMA chunk with gamma=0
97 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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