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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 1.253 by root, Fri Dec 22 16:39:14 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 6- ganondorf wants the complete to grow, never shrink
712:17 <@schmorp> will have to do that for gce too 7- keypad-enter does not do the same as return in text entries
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 8
11- IMPORTANT: vidmode change considered harmful 9- ice in /whalingoutpost/misc/castle1
12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 10 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13 together with removing query dialog altogether. 11- PANGO: create upstream-patch for inclusion into pango
14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 12- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: history for completer (cursor-up) 13- SERVER: memleak like hell: probably event-related? (probably not real)
14- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- LONG-TERM: map landmark labels
16- LONG-TERM: player on map name
16 17
17- message log/textview flickers on update. 18- player speed is only shown as current, not unencumbered max as in gcfclient
18- binding window and editor layout broken for long recordings 19- IMPORTANT: stats during item creation == crash? (reported by Grak)
19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 20- IMPORTANT: server-protocol/upgrade etc.
20 (use popups, not buttons) 21- IMPORTANT: good installation instructions/problem faq.
21- minor: skill list which shows XP and lets u bind stuff 22- IMPORTANT: database creation parameters borked - fix and find upgrad epath
23- FEATURE: beside the floorbox, have a recent inventory items box
24- fix the pod referencing - L<glossary/space> does not get you anywhere.
25 * possibly look into auto-marking (wiki-style) certain key sequences.
22 26
23should be solved/investitaged before release: 27should be solved/investigated before 1.0 release:
24- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 28- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
25 and add column titles (also for other tables like inventory and bindings) 29- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
26- log messages received and commands sent to ~/.crossfire/log.$ip 30- when in history "mode", completer cannot access completions at all
27- the binding editor should have a append-record mode or something like that 31- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
28- cairo/win32 looks like shit (premultiplied alpha bug?) 32- offer common options such as use_skill sense xxx etc. in inventory via menu?
29 (despite horrendous efforts, this is likely not fixable except by building a custom 33- buttons should support hovering visually
30 libcairo for win32). 34- notebooks should provide visual feedback (support from button class?)
35- floorbox out-of-screen after resizing (schmorp)
36- identify inventory hover slowness and fix it (schmorp)
37- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
38- playerbook/skills should have sensible tooltips with skill descriptions
39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
40- mapmap (overview) - scroll visible area by clicking/dragging
41- binding window and editor layout broken for long recordings => use scroller
42- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts.
44- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
45- what happened to the dialog being shown when modifiers are pressed, showing
46 keybindings for this modifier?
47
48post-1.0:
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 49- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 50 (after starting, press quit)
33- better focus management: put focus onto active windows, remove it again later 51- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
34 (mainly to speed up gui interaction when map isn't important). 52- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 53 affect neighbouring visible pixels (border bleeding).
36- enter runmode when cursor-key repeats (maybe not?) 54- examine etc., should use extendeddrawinfo or sth. similar
37- mapmap (overview) - scroll visible area by clicking/dragging 55- player list from server for tell etc. commands
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 56- save only dirty cached maps, and save dirty maps != current map
39- maybe move window managing functionality into toplevel 57- look into extendedmapinfo
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, 58- completer should know more about arguments, e.g. cast summon pet monster,
50 or that some commands do not take arguments ("drop all"). 59 or that some commands do not take arguments ("drop all").
51- textview should not snap to bottom on resize. 60- sliders do not change size after reconfigure.
52- alt+cursor == diagonal 61- enter runmode when cursor-key repeats (maybe not?)
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.). 62- 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 63- performance: use texture collections for upstream server data instead if gobs
61 of small textures. 64 of small textures.
62- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 65- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
63 affect neighbouring visible pixels (border bleeding).
64- pango fontsize measure and decrease to achieve real pixel height
65 66
66TEMPORARY SERVER TODO: 67TEMPORARY SERVER TODO:
68- 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 69- palyer peaceful setting should be independen of game peaceful setting
68 (i.e. one should be able to become hostile against guards but still 70 (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 71 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 72 in who, the game peaceful steting would be toggled by the peaceful command
71 but not otherwise shown). 73 but not otherwise shown).
72- pippij wants playerstealing to work between hostile players
73- attempt_jump tries to kick jumped-into monster,s but doesn't work 74- attempt_jump tries to kick jumped-into monster,s but doesn't work
74- 1) If you hide, and someone can see you trying to hide, you'll get a 75- 1) If you hide, and someone can see you trying to hide, you'll get a
75 message, even when you can't see that other person. 76 message, even when you can't see that other person.
76- 2) hiding exp is always 1, independant of how difficult it is to hide 77- 2) hiding exp is always 1, independant of how difficult it is to hide
77- 3) jumping into monsters does no damage, even though it's supposed to 78- 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 79 be an attack (mentioned before). You also get no exp for this
79- 10) (feature request): bug/typo/idea commands to automatically log 80- 10) (feature request): bug/typo/idea commands to automatically log
80 your comments, with the mentioning of the current map (and perhaps an 81 your comments, with the mentioning of the current map (and perhaps an
81 item, if you do 'bug <item>'). 82 item, if you do 'bug <item>').
82 83
83set_face 4783 => 70 84
84libpng warning: Ignoring gAMA chunk with gamma=0 85 #TODO#d# display texture cache
85allocating id 71 86 {
86OK 87 glEnable GL_TEXTURE_2D;
87set_face 4782 => 71 88 glBindTexture GL_TEXTURE_2D, 41;
88libpng warning: Ignoring gAMA chunk with gamma=0 89 glColor 1, 1, 1, 1;
89allocating id 72 90 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
90OK 91 glEnable GL_BLEND;
91set_face 4781 => 72 92 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
92libpng warning: Ignoring gAMA chunk with gamma=0 93 glBegin GL_QUADS;
93allocating id 73 94 glTexCoord 0,1; glVertex 0,0;
94OK 95 glTexCoord 1,1; glVertex 255,0;
95set_face 4784 => 73 96 glTexCoord 1,0; glVertex 255,255;
96libpng warning: Ignoring gAMA chunk with gamma=0 97 glTexCoord 0,0; glVertex 0,255;
98 glEnd;
99 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D;
101 }
97 102
98 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. 103 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.
99 /*first pass*/ 104 /*first pass*/
100 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 105 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
101 glDepthMask(FALSE); /*disable Z buffer*/ 106 glDepthMask(FALSE); /*disable Z buffer*/

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