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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.222 by elmex, Fri Jul 28 09:27:33 2006 UTC vs.
Revision 1.249 by root, Sat Dec 9 02:21:25 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 6- EXTREMELY IMPORTANT
712:17 <@schmorp> will have to do that for gce too 7- PANGO: crashes when "xxx ""\n" in buffer and insrets return at "" with:
812:17 <@schmorp> remind me of it 8 Pango-ERROR **: file /build/buildd/pango1.0-1.14.7/./pango/pango-layout.c: line 1824 (pango_layout_line_get_char_direction): should not be reached
912:17 <@schmorp> qwhen i next bundle it
10 9
11- PANGO: create upstream-patch for inclusion into pango 10- PANGO: create upstream-patch for inclusion into pango
12- SERVER: on shtudown: wanted to save map with player => map not being saved? 11- SERVER: document ext/mapinfo and cfplus.ext
13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works. 12- SERVER: memleak like hell: probably event-related? (probably not real)
13- LONG-TERM: party member health etc. status (needs player list, then trivial)
14- LONG-TERM: map landmark labels
15- LONG-TERM: player on map name
14 16
15- REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is 17- IMPORTANT: stats during item creation == crash? (reported by Grak)
16 18- IMPORTANT: server-protocol/upgrade etc.
17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) 19- IMPORTANT: good installation instructions/problem faq.
18- spells ordering completely different for different users (maybe stored in hash?) 20- IMPORTANT: database creation parameters borked - fix and find upgrad epath
19- identify inventory hover slowness and fix it (schmorp) 21- FEATURE: beside the floorbox, have a recent inventory items box
20- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!) 22- fix the pod referencing - L<glossary/space> does not get you anywhere.
21 => either using bg attribute, or something else. neither way is currently implementable, imho 23 * possibly look into auto-marking (wiki-style) certain key sequences.
22 => or maybe using an extra icon for curses/magic items?)
23 offer common options such as use_skill sense xxx etc. in inventory via menu?
24 make simple inventory filters: most recently added/changed, normal, only unlocked
25- floorbox out-of-screen after resizing (schmorp)
26- skill book - tooltips with description and bind-to-key (schmorp)
27- all dialogs should be closable with "Esc"
28- notebooks should provide visual feedback (support from button class?)
29- buttons should support hovering visually
30- minor: skill list which lets u bind stuff
31- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32 24
33should be solved/investigated before 1.0 release: 25should be solved/investigated before 1.0 release:
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean 26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
28- when in history "mode", completer cannot access completions at all
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- offer common options such as use_skill sense xxx etc. in inventory via menu?
31- buttons should support hovering visually
32- notebooks should provide visual feedback (support from button class?)
33- floorbox out-of-screen after resizing (schmorp)
34- identify inventory hover slowness and fix it (schmorp)
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. 35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
37- playerbook/skills should have sensible tooltips with skill descriptions 36- playerbook/skills should have sensible tooltips with skill descriptions
38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
39- NPC dialog box should have close button which finishes the dialog
40- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
41- binding window and editor layout broken for long recordings => use scroller 39- binding window and editor layout broken for long recordings => use scroller
42- maybe open the help viewer on the first start, or a simple dialog that 40- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts. 41 initially lists keybidings for gcfclient converts.
44- maybe support mb4/mb5 on selected widgets to facilitate scrolling
45 (inventory, spell list, messge log...) => marc
46- maybe the top fancyframe border should be larger (for close button and title to be more visible?) 42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
47- but fullscreen => minimize (alt-esc) => no way to go back [windows]
48- spell list => scroll down => "Pickup" => scrollbar not updated
49- what happened to the dialog being shown when modifiers are pressed, showing 43- what happened to the dialog being shown when modifiers are pressed, showing
50 keybindings for this modifier? 44 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52 45
53post-1.0: 46post-1.0:
54- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
55 (after starting, press quit) 48 (after starting, press quit)
56- currently the font texture cache leaks "memory" (see texcache.c:tc_put) 49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
65- sliders do not change size after reconfigure. 58- sliders do not change size after reconfigure.
66- enter runmode when cursor-key repeats (maybe not?) 59- enter runmode when cursor-key repeats (maybe not?)
67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
68- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
69 of small textures. 62 of small textures.
63- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
70 64
71TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
72- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
73- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
74 (i.e. one should be able to become hostile against guards but still 68 (i.e. one should be able to become hostile against guards but still
75 be peaceful - the palyer peaceful would be toggled by priests and shown 69 be peaceful - the palyer peaceful would be toggled by priests and shown
76 in who, the game peaceful steting would be toggled by the peaceful command 70 in who, the game peaceful steting would be toggled by the peaceful command
77 but not otherwise shown). 71 but not otherwise shown).
78- pippij wants playerstealing to work between hostile players
79- attempt_jump tries to kick jumped-into monster,s but doesn't work 72- attempt_jump tries to kick jumped-into monster,s but doesn't work
80- 1) If you hide, and someone can see you trying to hide, you'll get a 73- 1) If you hide, and someone can see you trying to hide, you'll get a
81 message, even when you can't see that other person. 74 message, even when you can't see that other person.
82- 2) hiding exp is always 1, independant of how difficult it is to hide 75- 2) hiding exp is always 1, independant of how difficult it is to hide
83- 3) jumping into monsters does no damage, even though it's supposed to 76- 3) jumping into monsters does no damage, even though it's supposed to
103 glEnd; 96 glEnd;
104 glDisable GL_BLEND; 97 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D; 98 glDisable GL_TEXTURE_2D;
106 } 99 }
107 100
108set_face 4783 => 70
109libpng warning: Ignoring gAMA chunk with gamma=0
110allocating id 71
111OK
112set_face 4782 => 71
113libpng warning: Ignoring gAMA chunk with gamma=0
114allocating id 72
115OK
116set_face 4781 => 72
117libpng warning: Ignoring gAMA chunk with gamma=0
118allocating id 73
119OK
120set_face 4784 => 73
121libpng warning: Ignoring gAMA chunk with gamma=0
122
123 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. 101 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.
124 /*first pass*/ 102 /*first pass*/
125 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
126 glDepthMask(FALSE); /*disable Z buffer*/ 104 glDepthMask(FALSE); /*disable Z buffer*/
127 if (premultpliedTransparency) 105 if (premultpliedTransparency)

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