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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.130 by root, Mon Jun 5 05:31:13 2006 UTC vs.
Revision 1.202 by elmex, Mon Jul 10 06:59:13 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: vidmode change considered harmful 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13 together with removing query dialog altogether. 13 => or maybe using an extra icon for curses/magic items?)
14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15- IMPORTANT: history for completer (cursor-up) 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- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
23- the inventory needs separate scrollbars. unfortunately, that means
24 addign a manual scrollbar to the other panes (skills and spells :()
25- notebook should provide a visual feedback (support form button class?)
26- buttons should support hovering visually
27- experience change messages should include skill experience
28- skill page in playerbook (minor: skill list which shows XP and lets u bind stuff)
29- floorbox should show currently open container
30- make simple inventory filters: most recently added/changed, normal, only unlocked
31- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32- experience
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit)
35- client sometimes crashes on Mapmenu=>Toggle autopickup
36- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
16 37
17- message log/textview flickers on update. 38should be solved/investigated before 1.0 release:
39- NPC dialog box should have close button which finishes the dialog
40- mapmap (overview) - scroll visible area by clicking/dragging
18- binding window and editor layout broken for long recordings 41- binding window and editor layout broken for long recordings => use scroller
19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 42- maybe open the help viewer on the first start, or a simple dialog that
20 (use popups, not buttons) 43 initially lists keybidings for gcfclient converts.
21- minor: skill list which shows XP and lets u bind stuff 44- maybe support mb4/mb5 on selected widgets to facilitate scrolling
45 (inventory, spell list, messge log...) => marc
46- maybe the topmost 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
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
22 52
23should be solved/investitaged before release: 53post-1.0:
24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 54- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
25 and add column titles (also for other tables like inventory and bindings) 55 (maybe sth. else causes the slowness, such as database?)
26- log messages received and commands sent to ~/.crossfire/log.$ip 56- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
27- the binding editor should have a append-record mode or something like that 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- examine etc., should use extendeddrawinfo or sth. similar
60- player list from server for tell etc. commands
61- save only dirty cached maps, and save dirty maps != current map
62- look into extendedmapinfo
63- completer should know more about arguments, e.g. cast summon pet monster,
64 or that some commands do not take arguments ("drop all").
65- sliders do not change size after reconfigure.
66- enter runmode when cursor-key repeats (maybe not?)
28- cairo/win32 looks like shit (premultiplied alpha bug?) 67- cairo/win32 looks like shit (premultiplied alpha bug?)
29 (despite horrendous efforts, this is likely not fixable except by building a custom 68 (despite horrendous efforts, this is likely not fixable except by building a custom
30 libcairo for win32). 69 libcairo for win32).
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 70 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
32 (after starting, press quit)
33- better focus management: put focus onto active windows, remove it again later
34 (mainly to speed up gui interaction when map isn't important).
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
36- enter runmode when cursor-key repeats (maybe not?)
37- mapmap (overview) - scroll visible area by clicking/dragging
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
39- maybe move window managing functionality into toplevel
40- better window management (graphical feedback)
41- the player weight somehow updates strangely when dropping/picking up
42
43low priority:
44- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
45- investigate fill widget option.
46- win32, fow_tetxure sometimes nukes other textures
47 (mostly fixed, but still there: displays list and texture uploads do not go well together)
48- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
49- completer should know more about arguments, e.g. cast summon pet monster,
50 or that some commands do not take arguments ("drop all").
51- textview should not snap to bottom on resize.
52- alt+cursor == diagonal
53- look into extendedmapinfo
54- save only dirty cached maps, and save dirty maps != current map
55- try to synchronize local animation speed with server updates to save on screen refreshes.
56- player list from server for tell etc. commands
57- examine etc., should use extendeddrawinfo or sth. similar
58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 71- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
59- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
60- performance: use texture collections for upstream server data instead if gobs 72- performance: use texture collections for upstream server data instead if gobs
61 of small textures. 73 of small textures.
62- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
63 affect neighbouring visible pixels (border bleeding).
64- pango fontsize measure and decrease to achieve real pixel height
65 74
66TEMPORARY SERVER TODO: 75TEMPORARY SERVER TODO:
76- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
67- palyer peaceful setting should be independen of game peaceful setting 77- palyer peaceful setting should be independen of game peaceful setting
68 (i.e. one should be able to become hostile against guards but still 78 (i.e. one should be able to become hostile against guards but still
69 be peaceful - the palyer peaceful would be toggled by priests and shown 79 be peaceful - the palyer peaceful would be toggled by priests and shown
70 in who, the game peaceful steting would be toggled by the peaceful command 80 in who, the game peaceful steting would be toggled by the peaceful command
71 but not otherwise shown). 81 but not otherwise shown).
77- 3) jumping into monsters does no damage, even though it's supposed to 87- 3) jumping into monsters does no damage, even though it's supposed to
78 be an attack (mentioned before). You also get no exp for this 88 be an attack (mentioned before). You also get no exp for this
79- 10) (feature request): bug/typo/idea commands to automatically log 89- 10) (feature request): bug/typo/idea commands to automatically log
80 your comments, with the mentioning of the current map (and perhaps an 90 your comments, with the mentioning of the current map (and perhaps an
81 item, if you do 'bug <item>'). 91 item, if you do 'bug <item>').
92
93
94 #TODO#d# display texture cache
95 {
96 glEnable GL_TEXTURE_2D;
97 glBindTexture GL_TEXTURE_2D, 41;
98 glColor 1, 1, 1, 1;
99 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
100 glEnable GL_BLEND;
101 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
102 glBegin GL_QUADS;
103 glTexCoord 0,1; glVertex 0,0;
104 glTexCoord 1,1; glVertex 255,0;
105 glTexCoord 1,0; glVertex 255,255;
106 glTexCoord 0,0; glVertex 0,255;
107 glEnd;
108 glDisable GL_BLEND;
109 glDisable GL_TEXTURE_2D;
110 }
82 111
83set_face 4783 => 70 112set_face 4783 => 70
84libpng warning: Ignoring gAMA chunk with gamma=0 113libpng warning: Ignoring gAMA chunk with gamma=0
85allocating id 71 114allocating id 71
86OK 115OK

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