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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.128 by root, Mon Jun 5 03:06:04 2006 UTC vs.
Revision 1.204 by root, Tue Jul 11 11:06:33 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- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12 together with removing query dialog altogether. 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 13 => or maybe using an extra icon for curses/magic items?)
14- IMPORTANT: history for completer (cursor-up) 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15 show player weight/max weight in inventory
16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20- 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.
21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix)
22- IMPORTANT: character creation dialogs broken (stats window etc.): fix
23- close completer when connection dies
24- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
25- the inventory needs separate scrollbars. unfortunately, that means
26 addign a manual scrollbar to the other panes (skills and spells :()
27- notebook should provide a visual feedback (support form button class?)
28- buttons should support hovering visually
29- experience change messages should include skill experience
30- skill page in playerbook (minor: skill list which shows XP and lets u bind stuff)
31- floorbox should show currently open container
32- make simple inventory filters: most recently added/changed, normal, only unlocked
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- experience
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit)
37- client sometimes crashes on Mapmenu=>Toggle autopickup
38- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
15 39
16- message log/textview flickers on update. 40should be solved/investigated before 1.0 release:
41- NPC dialog box should have close button which finishes the dialog
42- mapmap (overview) - scroll visible area by clicking/dragging
17- binding window and editor layout broken for long recordings 43- binding window and editor layout broken for long recordings => use scroller
18- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 44- maybe open the help viewer on the first start, or a simple dialog that
19 (use popups, not buttons) 45 initially lists keybidings for gcfclient converts.
20- minor: skill list which shows XP and lets u bind stuff 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?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
21 54
22should be solved/investitaged before release: 55post-1.0:
23- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 56- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
24 and add column titles (also for other tables like inventory and bindings) 57 (maybe sth. else causes the slowness, such as database?)
25- log messages received and commands sent to ~/.crossfire/log.$ip 58- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
26- the binding editor should have a append-record mode or something like that 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
65- completer should know more about arguments, e.g. cast summon pet monster,
66 or that some commands do not take arguments ("drop all").
67- sliders do not change size after reconfigure.
68- enter runmode when cursor-key repeats (maybe not?)
27- cairo/win32 looks like shit (premultiplied alpha bug?) 69- cairo/win32 looks like shit (premultiplied alpha bug?)
28 (despite horrendous efforts, this is likely not fixable except by building a custom 70 (despite horrendous efforts, this is likely not fixable except by building a custom
29 libcairo for win32). 71 libcairo for win32).
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 72 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
31 (after starting, press quit)
32- better focus management: put focus onto active windows, remove it again later
33 (mainly to speed up gui interaction when map isn't important).
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
35- enter runmode when cursor-key repeats (maybe not?)
36- mapmap (overview) - scroll visible area by clicking/dragging
37- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
38- maybe move window managing functionality into toplevel
39- better window management (graphical feedback)
40- the player weight somehow updates strangely when dropping/picking up
41
42low priority:
43- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
44- investigate fill widget option.
45- win32, fow_tetxure sometimes nukes other textures
46 (mostly fixed, but still there: displays list and texture uploads do not go well together)
47- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
48- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all").
50- textview should not snap to bottom on resize.
51- alt+cursor == diagonal
52- look into extendedmapinfo
53- save only dirty cached maps, and save dirty maps != current map
54- try to synchronize local animation speed with server updates to save on screen refreshes.
55- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar
57- 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.).
58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
59- performance: use texture collections for upstream server data instead if gobs 74- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 75 of small textures.
61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
62 affect neighbouring visible pixels (border bleeding).
63- pango fontsize measure and decrease to achieve real pixel height
64 76
65TEMPORARY SERVER TODO: 77TEMPORARY SERVER TODO:
78- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
66- palyer peaceful setting should be independen of game peaceful setting 79- palyer peaceful setting should be independen of game peaceful setting
67 (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
68 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
69 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
70 but not otherwise shown). 83 but not otherwise shown).
76- 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
77 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
78- 10) (feature request): bug/typo/idea commands to automatically log 91- 10) (feature request): bug/typo/idea commands to automatically log
79 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
80 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 }
81 113
82set_face 4783 => 70 114set_face 4783 => 70
83libpng warning: Ignoring gAMA chunk with gamma=0 115libpng warning: Ignoring gAMA chunk with gamma=0
84allocating id 71 116allocating id 71
85OK 117OK

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