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1 | http://www.vionline.com/sound.html |
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2 | http://www.stonewashed.net/2.html |
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3 | |
1 | http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html |
4 | http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html |
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3 | 12:17 <@schmorp> i do list all libs manually for pclient |
6 | 12:17 <@schmorp> i do list all libs manually for pclient |
4 | 12:17 <@schmorp> will have to do that for gce too |
7 | 12:17 <@schmorp> will have to do that for gce too |
5 | 12:17 <@schmorp> remind me of it |
8 | 12:17 <@schmorp> remind me of it |
6 | 12:17 <@schmorp> qwhen i next bundle it |
9 | 12:17 <@schmorp> qwhen i next bundle it |
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10 | |
8 | - IMPORTANT: kick elmex for not documenting the bugs here so other people |
11 | - IMPORTANT: user_x/user_y for layout setting |
9 | cannot work on them. |
12 | - IMPORTANT: fine-tuning of completer (drop 1 => drop all 1 _wrong_) |
10 | - IMPORTANT: inventory update must be incremental (too slow) |
13 | ccmo => cast summon cult monsters not cast charm monsters |
11 | - IMPORTANT: slider should clip to valid range properly |
14 | - IMPORTANT: learning spells does not make them show up automatically in the completer? |
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15 | - IMPORTANT: statusbox update timer |
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16 | - IMPORTANT: statusbox tooltip must not go away on updates |
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17 | - IMPORTANT: history for completer (cursor-up) |
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18 | - IMPORTANT: toggle stats/messgae log window to visible while character creation is active. |
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19 | - IMPORTANT: win32, fow_tetxure sometimes nukes other textures |
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20 | (mostly fixed, but still there: displays list and texture uploads do not go well together) |
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21 | - IMPORTANT:_ map feedback... e.g. when clicking on it |
12 | - IMPORTANT: user interface (window positions etc.) should be saved, but |
22 | - IMPORTANT: user interface (window positions etc.) should be saved, but (finished!?) |
13 | b) widget layout is nontrivial as to not obscure map |
23 | b) widget layout is nontrivial as to not obscure map |
14 | c) need better way to center map then middle-button, maybe map overview |
24 | c) need better way to center map then middle-button, maybe map overview |
15 | (but updates will be slow UPDATE updates are not at all slow). |
25 | (but updates will be slow UPDATE updates are not at all slow). |
16 | - IMPORTANT: animate faces in inventory etc. |
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17 | - IMPORTANT: dialog, der warnt ein savebed aufzusuchen. |
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18 | - IMPORTANT: verify and correct connection-dependent texture management |
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19 | |
26 | |
20 | should be solved/investitaged before release: |
27 | should be solved/investitaged before release: |
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28 | - rethink message display in lower left corner |
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29 | - auto-download of all faces from the server in the bg. |
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30 | - many sliders should have labels attached. |
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31 | - widgets need to know about their visibility. the inventory |
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32 | completely redraws itself on every animation change, even when its not visible. |
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33 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
21 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
34 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
22 | (after starting, pressing login with connection refused, then close window) |
35 | (after starting, press quit) |
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36 | - flopper/menu imrpovement: |
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37 | * things that are menus should act more like menus |
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38 | * inmventory etc. should fade-in automatically when used |
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39 | - add menu itemds for inventory items: mark/inscribe etc. |
23 | - remove wrap_mode hack from texture and make it a per-texture operation |
40 | - remove wrap_mode hack from texture and make it a per-texture operation |
24 | - enter runmode when cursor-key repeats |
41 | - enter runmode when cursor-key repeats |
25 | - mapmap (overview) - scroll visible area by clicking/dragging |
42 | - mapmap (overview) - scroll visible area by clicking/dragging |
26 | - save only dirty cached maps, and save dirty maps != current map |
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27 | - elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
43 | - elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
28 | - mesa-rendering of textview shows only garbage and/or another texture |
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29 | - maybe move window managing functionality into toplevel |
44 | - maybe move window managing functionality into toplevel |
30 | - look into extendeddrawinfo and extendedmapinfo |
45 | - better window management (graphical feedback) |
31 | - update/check_size should be done at most once/frame/widget. |
46 | - the player weight somehow updates strangely when dropping/picking up |
32 | |
47 | |
33 | low priority: |
48 | low priority: |
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49 | - completer should know more about arguments, e.g. cast summon pet monster, |
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50 | or that some commands do not take arguments ("drop all"). |
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51 | - textview should not snap to bottom on resize. |
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52 | - alt+cursor == diagonal |
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53 | - look into extendedmapinfo |
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54 | - save only dirty cached maps, and save dirty maps != current map |
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55 | - inventory update must be incremental (too slow) (really? check) |
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56 | - try to synchronize local animation speed with server updates to save on screen refreshes. |
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57 | - player list from server for tell etc. commands |
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58 | - examine etc., should use extendeddrawinfo or sth. similar |
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59 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
34 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
60 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
35 | - add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) |
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36 | - performance: use texture collections for upstream server data instead if gobs |
61 | - performance: use texture collections for upstream server data instead if gobs |
37 | of small textures. |
62 | of small textures. |
38 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
63 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
39 | affect neighbouring visible pixels (border bleeding). |
64 | affect neighbouring visible pixels (border bleeding). |
40 | - pango fontsize measure and decrease to achieve real pixel height |
65 | - pango fontsize measure and decrease to achieve real pixel height |
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43 | - palyer peaceful setting should be independen of game peaceful setting |
68 | - palyer peaceful setting should be independen of game peaceful setting |
44 | (i.e. one should be able to become hostile against guards but still |
69 | (i.e. one should be able to become hostile against guards but still |
45 | be peaceful - the palyer peaceful would be toggled by priests and shown |
70 | be peaceful - the palyer peaceful would be toggled by priests and shown |
46 | in who, the game peaceful steting would be toggled by the peaceful command |
71 | in who, the game peaceful steting would be toggled by the peaceful command |
47 | but not otherwise shown). |
72 | but not otherwise shown). |
48 | - run flawfinder on cf |
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49 | - disable old socket mode in server |
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50 | - implement suicide command for server |
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51 | - cavehippo wants hashstring to be changed to hash name |
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52 | - pippij wants playerstealing to work between hostile players |
73 | - pippij wants playerstealing to work between hostile players |
53 | - schmorp wants to rework the who output format |
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54 | - attempt_jump tries to kick jumped-into monster,s but doesn't work |
74 | - attempt_jump tries to kick jumped-into monster,s but doesn't work |
55 | - 1) If you hide, and someone can see you trying to hide, you'll get a |
75 | - 1) If you hide, and someone can see you trying to hide, you'll get a |
56 | message, even when you can't see that other person. |
76 | message, even when you can't see that other person. |
57 | - 2) hiding exp is always 1, independant of how difficult it is to hide |
77 | - 2) hiding exp is always 1, independant of how difficult it is to hide |
58 | - 3) jumping into monsters does no damage, even though it's supposed to |
78 | - 3) jumping into monsters does no damage, even though it's supposed to |