ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.183 by root, Thu Jun 29 21:47:48 2006 UTC vs.
Revision 1.258 by root, Fri Apr 27 00:59:14 2007 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
4[2007-04-27 00:03] [#schmorp] Scara> hab daf�r grad nen fatal gehabt
5[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at script/cfplus line 0
6[2007-04-27 00:02] [#schmorp] Scara> __par_pl::BEGIN() called at script/cfplus line 0
7[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at -e line 171
8[2007-04-27 00:02] [#schmorp] Scara> PAR::import('PAR') called at -e line 885
9[2007-04-27 00:02] [#schmorp] Scara> C:/Perl/site/lib/PAR.pm line 404
10[2007-04-27 00:02] [#schmorp] Scara> PAR::_run_member('Archive::Zip::ZipFileMember=HASH(0xf515d8)') called at
11[2007-04-27 00:02] [#schmorp] Scara> require main called at C:/Perl/site/lib/PAR.pm line 554
12[2007-04-27 00:02] [#schmorp] Scara> at script/main.pl line 4
13[2007-04-27 00:02] [#schmorp] Scara> PAR::_run_member('Archive::Zip::ZipFileMember=HASH(0xf51488)', 1) called
14[2007-04-27 00:02] [#schmorp] Scara> require main called at C:/Perl/site/lib/PAR.pm line 554
15[2007-04-27 00:02] [#schmorp] Scara> Event::loop() called at script/cfplus line 2256
16[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at Event.pm line 164
17[2007-04-27 00:02] [#schmorp] Scara> at Event.pm line 164
18[2007-04-27 00:02] [#schmorp] Scara> FATAL: substr outside of string at CFPlus/UI.pm line 2003.
19^^^^ beim edieren von bindings
20
21macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
22
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 23http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 24
612:17 <@schmorp> i do list all libs manually for pclient 25- improve smoothing implementation to be cleaner and more efficient.
712:17 <@schmorp> will have to do that for gce too 26- make smoothing a separate setting, or depend on fast&ugly.
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 27
11- IPORTANT³: server crashes 28- automccompleter should vanish when its losing focus
12>In the ruins of Narcopin lies the tomb of Aljwaf. 29- allow inventory window to be stacked vertically, maybe?
13... 30- ganondorf wants the complete to grow, never shrink
14.. 31- keypad-enter does not do the same as return in text entries
15many dangers, great rew<
16- IMPORTANT: wreight doesn't get updated on taking something, only when dropping.
17- IMPORTANT: running over or pickung up large stacks is etxremely slow
18 = it still takes "long", but is orders of magnitude faster
19- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
20- IMPORTANT: texture reload not working on scaras machine (maybe now)
21 tetxure reload works. but fullscreen => minimize => no way to go back
22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23- IMPORTANT: discuss topmost menu, minor issues
2401:17 <Scara> ich habs grad nochmal getestet, es ist so das wenn ein item mit shift +
25 leftclick gedropped wird verbliebt ein bild davon im inventory, anders
26 wenn man mit dem befehl "drop *" etwas dropped verschwindet es aus dem
27 inventory, wird etwas mit middle click gegessen bleibt es auch im
28 inventory, auch wenn es eigendlich nicht dort ist
29 32
33- ice in /whalingoutpost/misc/castle1
34 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
35- PANGO: create upstream-patch for inclusion into pango
36- SERVER: document ext/mapinfo and cfplus.ext
37- SERVER: memleak like hell: probably event-related? (probably not real)
38- LONG-TERM: party member health etc. status (needs player list, then trivial)
39- LONG-TERM: map landmark labels
40- LONG-TERM: player on map name
30 41
42- player speed is only shown as current, not unencumbered max as in gcfclient
43- IMPORTANT: stats during item creation == crash? (reported by Grak)
44- IMPORTANT: server-protocol/upgrade etc.
45- IMPORTANT: good installation instructions/problem faq.
46- IMPORTANT: database creation parameters borked - fix and find upgrad epath
47- FEATURE: beside the floorbox, have a recent inventory items box
48- fix the pod referencing - L<glossary/space> does not get you anywhere.
49 * possibly look into auto-marking (wiki-style) certain key sequences.
50
31should be solved/investitaged before BETA release: 51should be solved/investigated before 1.0 release:
32- floorbox should show currently open container 52- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
33- make simple inventory filters: most recently added/changed, normal, only unlocked 53- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
54- when in history "mode", completer cannot access completions at all
34- binding keys is too complicated in the general case => disucss 55- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 56- offer common options such as use_skill sense xxx etc. in inventory via menu?
36- maybe support mb4/mb5 on selected widgets to facilitate scrolling 57- buttons should support hovering visually
37 (inventory, spell list, messge log...) => marc 58- notebooks should provide visual feedback (support from button class?)
38- add lmb mouse = cast, mmb2 = invoke or so to spell list. 59- floorbox out-of-screen after resizing (schmorp)
60- identify inventory hover slowness and fix it (schmorp)
61- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
62- playerbook/skills should have sensible tooltips with skill descriptions
63- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
64- mapmap (overview) - scroll visible area by clicking/dragging
65- binding window and editor layout broken for long recordings => use scroller
39- maybe open the help viewer on the first start, or a simple dialog that 66- maybe open the help viewer on the first start, or a simple dialog that
40 initially lists keybidings for gcfclient converts. 67 initially lists keybidings for gcfclient converts.
41- binding window and editor layout broken for long recordings 68- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
42- minor: skill list which shows XP and lets u bind stuff 69- what happened to the dialog being shown when modifiers are pressed, showing
70 keybindings for this modifier?
71
72post-1.0:
43- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 73- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
44 (after starting, press quit) 74 (after starting, press quit)
45- mapmap (overview) - scroll visible area by clicking/dragging 75- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
46- maybe move window managing functionality into toplevel: better window management (graphical feedback) 76- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
47 77 affect neighbouring visible pixels (border bleeding).
48should be solved/investigated before 1.0 release: 78- examine etc., should use extendeddrawinfo or sth. similar
49- spell list => scroll down => "Pickup" => scrollbar not updated 79- player list from server for tell etc. commands
50- what happened to the dialog being shown when modifiera are pressed, showing 80- save only dirty cached maps, and save dirty maps != current map
51 keybindings for this modifier? 81- look into extendedmapinfo
52- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
53- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
54- enter runmode when cursor-key repeats (maybe not?)
55- better focus management: put focus onto active windows, remove it again later
56 (mainly to speed up gui interaction when map isn't important).
57- cairo/win32 looks like shit (premultiplied alpha bug?)
58 (despite horrendous efforts, this is likely not fixable except by building a custom
59 libcairo for win32).
60 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
61- the binding editor should have a append-record mode or something like that
62- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
63 and add column titles (also for other tables like inventory and bindings)
64- sliders do not change size after reconfigure.
65- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
66- investigate fill widget option.
67- win32, fow_tetxure sometimes nukes other textures
68 (mostly fixed, but still there: displays list and texture uploads do not go well together)
69- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
70- completer should know more about arguments, e.g. cast summon pet monster, 82- completer should know more about arguments, e.g. cast summon pet monster,
71 or that some commands do not take arguments ("drop all"). 83 or that some commands do not take arguments ("drop all").
72- textview should not snap to bottom on resize. 84- sliders do not change size after reconfigure.
73- alt+cursor == diagonal 85- enter runmode when cursor-key repeats (maybe not?)
74- look into extendedmapinfo
75- save only dirty cached maps, and save dirty maps != current map
76- try to synchronize local animation speed with server updates to save on screen refreshes.
77- player list from server for tell etc. commands
78- examine etc., should use extendeddrawinfo or sth. similar
79- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 86- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
80- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
81- performance: use texture collections for upstream server data instead if gobs 87- performance: use texture collections for upstream server data instead if gobs
82 of small textures. 88 of small textures.
83- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 89- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
84 affect neighbouring visible pixels (border bleeding).
85- pango fontsize measure and decrease to achieve real pixel height
86 90
87TEMPORARY SERVER TODO: 91TEMPORARY SERVER TODO:
92- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
88- palyer peaceful setting should be independen of game peaceful setting 93- palyer peaceful setting should be independen of game peaceful setting
89 (i.e. one should be able to become hostile against guards but still 94 (i.e. one should be able to become hostile against guards but still
90 be peaceful - the palyer peaceful would be toggled by priests and shown 95 be peaceful - the palyer peaceful would be toggled by priests and shown
91 in who, the game peaceful steting would be toggled by the peaceful command 96 in who, the game peaceful steting would be toggled by the peaceful command
92 but not otherwise shown). 97 but not otherwise shown).
93- pippij wants playerstealing to work between hostile players
94- attempt_jump tries to kick jumped-into monster,s but doesn't work 98- attempt_jump tries to kick jumped-into monster,s but doesn't work
95- 1) If you hide, and someone can see you trying to hide, you'll get a 99- 1) If you hide, and someone can see you trying to hide, you'll get a
96 message, even when you can't see that other person. 100 message, even when you can't see that other person.
97- 2) hiding exp is always 1, independant of how difficult it is to hide 101- 2) hiding exp is always 1, independant of how difficult it is to hide
98- 3) jumping into monsters does no damage, even though it's supposed to 102- 3) jumping into monsters does no damage, even though it's supposed to
99 be an attack (mentioned before). You also get no exp for this 103 be an attack (mentioned before). You also get no exp for this
100- 10) (feature request): bug/typo/idea commands to automatically log 104- 10) (feature request): bug/typo/idea commands to automatically log
101 your comments, with the mentioning of the current map (and perhaps an 105 your comments, with the mentioning of the current map (and perhaps an
102 item, if you do 'bug <item>'). 106 item, if you do 'bug <item>').
103 107
104set_face 4783 => 70 108
105libpng warning: Ignoring gAMA chunk with gamma=0 109 #TODO#d# display texture cache
106allocating id 71 110 {
107OK 111 glEnable GL_TEXTURE_2D;
108set_face 4782 => 71 112 glBindTexture GL_TEXTURE_2D, 41;
109libpng warning: Ignoring gAMA chunk with gamma=0 113 glColor 1, 1, 1, 1;
110allocating id 72 114 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
111OK 115 glEnable GL_BLEND;
112set_face 4781 => 72 116 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
113libpng warning: Ignoring gAMA chunk with gamma=0 117 glBegin GL_QUADS;
114allocating id 73 118 glTexCoord 0,1; glVertex 0,0;
115OK 119 glTexCoord 1,1; glVertex 255,0;
116set_face 4784 => 73 120 glTexCoord 1,0; glVertex 255,255;
117libpng warning: Ignoring gAMA chunk with gamma=0 121 glTexCoord 0,0; glVertex 0,255;
122 glEnd;
123 glDisable GL_BLEND;
124 glDisable GL_TEXTURE_2D;
125 }
118 126
119 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. 127 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.
120 /*first pass*/ 128 /*first pass*/
121 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 129 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/ 130 glDepthMask(FALSE); /*disable Z buffer*/

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines