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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 1.264 by root, Wed Aug 22 21:40:43 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
4macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 6http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 7
612:17 <@schmorp> i do list all libs manually for pclient 8- improve smoothing implementation to be cleaner and more efficient.
712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 9
11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 10- automccompleter should vanish when its losing focus
12 together with removing query dialog altogether. 11- allow inventory window to be stacked vertically, maybe?
13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 12- ganondorf wants the completer to grow, never shrink
14- IMPORTANT: history for completer (cursor-up) 13- keypad-enter does not do the same as return in text entries
15 14
16- message log/textview flickers on update. 15- ice in /whalingoutpost/misc/castle1
17- binding window and editor layout broken for long recordings 16 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
18- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 17- PANGO: create upstream-patch for inclusion into pango
19 (use popups, not buttons) 18- SERVER: document ext/mapinfo and cfplus.ext
20- minor: skill list which shows XP and lets u bind stuff 19- SERVER: memleak like hell: probably event-related? (probably not real)
20- LONG-TERM: party member health etc. status (needs player list, then trivial)
21- LONG-TERM: map landmark labels
22- LONG-TERM: player on map name
21 23
24- player speed is only shown as current, not unencumbered max as in gcfclient
25- IMPORTANT: stats during item creation == crash? (reported by Grak)
26- FEATURE: beside the floorbox, have a recent inventory items box
27- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
29
22should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
23- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
24 and add column titles (also for other tables like inventory and bindings) 32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
25- log messages received and commands sent to ~/.crossfire/log.$ip 33- offer common options such as use_skill sense xxx etc. in inventory via menu?
26- the binding editor should have a append-record mode or something like that 34- buttons should support hovering visually
27- cairo/win32 looks like shit (premultiplied alpha bug?) 35- notebooks should provide visual feedback (support from button class?)
28 (despite horrendous efforts, this is likely not fixable except by building a custom 36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
29 libcairo for win32). 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
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 38- 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 39- maybe open the help viewer on the first start, or a simple dialog that
38- maybe move window managing functionality into toplevel 40 initially lists keybidings for gcfclient converts.
39- better window management (graphical feedback) 41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
40- the player weight somehow updates strangely when dropping/picking up
41 42
42low priority: 43post-1.0:
43- use more graphical frames/separators to make dialogs more eye-pleasing/clean. 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
44- investigate fill widget option. 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
45- win32, fow_tetxure sometimes nukes other textures 46 affect neighbouring visible pixels (border bleeding).
46 (mostly fixed, but still there: displays list and texture uploads do not go well together) 47- player list from server for tell etc. commands
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, 48- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
50- textview should not snap to bottom on resize. 50- enter runmode when cursor-key repeats (maybe not?)
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.). 51- 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 52- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 53 of small textures.
61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 54- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
62 affect neighbouring visible pixels (border bleeding).
63- pango fontsize measure and decrease to achieve real pixel height
64 55
65TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
57- 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 58- palyer peaceful setting should be independen of game peaceful setting
67 (i.e. one should be able to become hostile against guards but still 59 (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 60 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 61 in who, the game peaceful steting would be toggled by the peaceful command
70 but not otherwise shown). 62 but not otherwise shown).
71- pippij wants playerstealing to work between hostile players
72- attempt_jump tries to kick jumped-into monster,s but doesn't work 63- attempt_jump tries to kick jumped-into monster,s but doesn't work
73- 1) If you hide, and someone can see you trying to hide, you'll get a 64- 1) If you hide, and someone can see you trying to hide, you'll get a
74 message, even when you can't see that other person. 65 message, even when you can't see that other person.
75- 2) hiding exp is always 1, independant of how difficult it is to hide 66- 2) hiding exp is always 1, independant of how difficult it is to hide
76- 3) jumping into monsters does no damage, even though it's supposed to 67- 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 68 be an attack (mentioned before). You also get no exp for this
78- 10) (feature request): bug/typo/idea commands to automatically log
79 your comments, with the mentioning of the current map (and perhaps an
80 item, if you do 'bug <item>').
81 69
82set_face 4783 => 70 70
83libpng warning: Ignoring gAMA chunk with gamma=0 71 #TODO#d# display texture cache
84allocating id 71 72 {
85OK 73 glEnable GL_TEXTURE_2D;
86set_face 4782 => 71 74 glBindTexture GL_TEXTURE_2D, 41;
87libpng warning: Ignoring gAMA chunk with gamma=0 75 glColor 1, 1, 1, 1;
88allocating id 72 76 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
89OK 77 glEnable GL_BLEND;
90set_face 4781 => 72 78 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
91libpng warning: Ignoring gAMA chunk with gamma=0 79 glBegin GL_QUADS;
92allocating id 73 80 glTexCoord 0,1; glVertex 0,0;
93OK 81 glTexCoord 1,1; glVertex 255,0;
94set_face 4784 => 73 82 glTexCoord 1,0; glVertex 255,255;
95libpng warning: Ignoring gAMA chunk with gamma=0 83 glTexCoord 0,0; glVertex 0,255;
84 glEnd;
85 glDisable GL_BLEND;
86 glDisable GL_TEXTURE_2D;
87 }
96 88
97 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. 89 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.
98 /*first pass*/ 90 /*first pass*/
99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
100 glDepthMask(FALSE); /*disable Z buffer*/ 92 glDepthMask(FALSE); /*disable Z buffer*/

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