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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.125 by root, Mon Jun 5 01:22:07 2006 UTC vs.
Revision 1.210 by root, Tue Jul 18 06:56:35 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: password-entry dialog (query!) not hidden, should be fixed 11- the inventory needs separate scrollbars. unfortunately, that means
12 together with removing query dialog altogether. 12 addign a manual scrollbar to the other panes (skills and spells :()
13- IMPORTANT: statusbox tooltip must not go away on updates 13- spells ordering for complete different for different users (maybe stored in hash?)
14- IMPORTANT: history for completer (cursor-up) 14- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 15 => either using bg attribute, or something else. neither way is currently implementable, imho
16- IMPORTANT: stats window looks like shit initially (widget allocation?) 16 => or maybe using an extra icon for curses/magic items?)
17 17 maybe drag&drop, otherwise two containers side-by-side makes little sense.
18- binding window and editor layout broken for long recordings 18 show player weight/max weight in inventory
19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 19 offer common options such as use_skill sense xxx etc. in inventory via menu?
20 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
21 make simple inventory filters: most recently added/changed, normal, only unlocked
22- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
23- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419.
24- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
25- all dialogs should be closable with "Esc"
26- close completer when connection dies
27- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
28- notebook should provide a visual feedback (support from button class?)
29- buttons should support hovering visually
30- experience change messages should include skill experience
20- minor: skill list which shows XP and lets u bind stuff 31- minor: skill list which lets u bind stuff
21 32- floorbox should show currently open container
22should be solved/investitaged before release: 33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
23- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
24 and add column titles (also for other tables like inventory and bindings)
25- log messages received and commands sent to ~/.crossfire/log.$ip
26- the binding editor should have a append-record mode or something like that
27- rethink message display in lower left corner
28- cairo/win32 looks like shit (premultiplied alpha bug?)
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, press quit) 35 (after starting, press quit)
31- better focus management: put focus onto active windows, remove it again later 36- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
37
38should be solved/investigated before 1.0 release:
39- playerbook/skills should have sensible tooltips with skill descriptions
40- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
41- NPC dialog box should have close button which finishes the dialog
42- mapmap (overview) - scroll visible area by clicking/dragging
43- binding window and editor layout broken for long recordings => use scroller
44- maybe open the help viewer on the first start, or a simple dialog that
45 initially lists keybidings for gcfclient converts.
46- maybe support mb4/mb5 on selected widgets to facilitate scrolling
47 (inventory, spell list, messge log...) => marc
48- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
49- but fullscreen => minimize (alt-esc) => no way to go back [windows]
50- spell list => scroll down => "Pickup" => scrollbar not updated
51- what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier?
32- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
33- enter runmode when cursor-key repeats (maybe not?)
34- mapmap (overview) - scroll visible area by clicking/dragging
35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
36- maybe move window managing functionality into toplevel
37- better window management (graphical feedback)
38- the player weight somehow updates strangely when dropping/picking up
39 54
40low priority: 55post-1.0:
41- win32, fow_tetxure sometimes nukes other textures 56- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
42 (mostly fixed, but still there: displays list and texture uploads do not go well together) 57 (maybe sth. else causes the slowness, such as database?)
43- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 58- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
60 affect neighbouring visible pixels (border bleeding).
61- examine etc., should use extendeddrawinfo or sth. similar
62- player list from server for tell etc. commands
63- save only dirty cached maps, and save dirty maps != current map
64- look into extendedmapinfo
44- completer should know more about arguments, e.g. cast summon pet monster, 65- completer should know more about arguments, e.g. cast summon pet monster,
45 or that some commands do not take arguments ("drop all"). 66 or that some commands do not take arguments ("drop all").
46- textview should not snap to bottom on resize. 67- sliders do not change size after reconfigure.
47- alt+cursor == diagonal 68- enter runmode when cursor-key repeats (maybe not?)
48- look into extendedmapinfo 69- cairo/win32 looks like shit (premultiplied alpha bug?)
49- save only dirty cached maps, and save dirty maps != current map 70 (despite horrendous efforts, this is likely not fixable except by building a custom
50- try to synchronize local animation speed with server updates to save on screen refreshes. 71 libcairo for win32).
51- player list from server for tell etc. commands 72 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
52- examine etc., should use extendeddrawinfo or sth. similar
53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 73- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
54- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
55- performance: use texture collections for upstream server data instead if gobs 74- performance: use texture collections for upstream server data instead if gobs
56 of small textures. 75 of small textures.
57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
58 affect neighbouring visible pixels (border bleeding).
59- pango fontsize measure and decrease to achieve real pixel height
60 76
61TEMPORARY SERVER TODO: 77TEMPORARY SERVER TODO:
78- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
62- palyer peaceful setting should be independen of game peaceful setting 79- palyer peaceful setting should be independen of game peaceful setting
63 (i.e. one should be able to become hostile against guards but still 80 (i.e. one should be able to become hostile against guards but still
64 be peaceful - the palyer peaceful would be toggled by priests and shown 81 be peaceful - the palyer peaceful would be toggled by priests and shown
65 in who, the game peaceful steting would be toggled by the peaceful command 82 in who, the game peaceful steting would be toggled by the peaceful command
66 but not otherwise shown). 83 but not otherwise shown).
72- 3) jumping into monsters does no damage, even though it's supposed to 89- 3) jumping into monsters does no damage, even though it's supposed to
73 be an attack (mentioned before). You also get no exp for this 90 be an attack (mentioned before). You also get no exp for this
74- 10) (feature request): bug/typo/idea commands to automatically log 91- 10) (feature request): bug/typo/idea commands to automatically log
75 your comments, with the mentioning of the current map (and perhaps an 92 your comments, with the mentioning of the current map (and perhaps an
76 item, if you do 'bug <item>'). 93 item, if you do 'bug <item>').
94
95
96 #TODO#d# display texture cache
97 {
98 glEnable GL_TEXTURE_2D;
99 glBindTexture GL_TEXTURE_2D, 41;
100 glColor 1, 1, 1, 1;
101 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
102 glEnable GL_BLEND;
103 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
104 glBegin GL_QUADS;
105 glTexCoord 0,1; glVertex 0,0;
106 glTexCoord 1,1; glVertex 255,0;
107 glTexCoord 1,0; glVertex 255,255;
108 glTexCoord 0,0; glVertex 0,255;
109 glEnd;
110 glDisable GL_BLEND;
111 glDisable GL_TEXTURE_2D;
112 }
77 113
78set_face 4783 => 70 114set_face 4783 => 70
79libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
80allocating id 71 116allocating id 71
81OK 117OK

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