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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.131 by root, Mon Jun 5 05:33:18 2006 UTC vs.
Revision 1.195 by root, Wed Jul 5 01:53:24 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; persistent podache 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- IMPORTANT: vidmode change considered harmful 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 13 => or maybe using an extra icon for curses/magic items?)
14 together with removing query dialog altogether. 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 15 show player weight/max weight in inventory
16- IMPORTANT: history for completer (cursor-up) 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- the inventory needs separate scrollbars. unfortunately, that means
20 addign a manual scrollbar to the other panes (skills and spells :()
21- notebook should provide a visual feedback (support form button class?)
22- buttons should support hovering visually
23- skill page in playerbook
24- help window close button
25- floorbox should show currently open container
26- make simple inventory filters: most recently added/changed, normal, only unlocked
27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
28- minor: skill list which shows XP and lets u bind stuff
29- experience
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit)
32- client sometimes crashes on Mapmenu=>Toggle autopickup
33- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
17 34
18- message log/textview flickers on update. 35should be solved/investigated before 1.0 release:
36- NPC dialog box should have close button which finishes the dialog
37- mapmap (overview) - scroll visible area by clicking/dragging
19- binding window and editor layout broken for long recordings 38- binding window and editor layout broken for long recordings => use scroller
20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 39- maybe open the help viewer on the first start, or a simple dialog that
21 (use popups, not buttons) 40 initially lists keybidings for gcfclient converts.
22- minor: skill list which shows XP and lets u bind stuff 41- maybe support mb4/mb5 on selected widgets to facilitate scrolling
42 (inventory, spell list, messge log...) => marc
43- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
44- but fullscreen => minimize (alt-esc) => no way to go back [windows]
45- spell list => scroll down => "Pickup" => scrollbar not updated
46- what happened to the dialog being shown when modifiers are pressed, showing
47 keybindings for this modifier?
48- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
23 49
24should be solved/investitaged before release: 50post-1.0:
25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 51- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
26 and add column titles (also for other tables like inventory and bindings) 52 (maybe sth. else causes the slowness, such as database?)
27- log messages received and commands sent to ~/.crossfire/log.$ip 53- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
28- the binding editor should have a append-record mode or something like that 54- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
55 affect neighbouring visible pixels (border bleeding).
56- examine etc., should use extendeddrawinfo or sth. similar
57- player list from server for tell etc. commands
58- save only dirty cached maps, and save dirty maps != current map
59- look into extendedmapinfo
60- completer should know more about arguments, e.g. cast summon pet monster,
61 or that some commands do not take arguments ("drop all").
62- sliders do not change size after reconfigure.
63- enter runmode when cursor-key repeats (maybe not?)
29- cairo/win32 looks like shit (premultiplied alpha bug?) 64- cairo/win32 looks like shit (premultiplied alpha bug?)
30 (despite horrendous efforts, this is likely not fixable except by building a custom 65 (despite horrendous efforts, this is likely not fixable except by building a custom
31 libcairo for win32). 66 libcairo for win32).
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 67 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
33 (after starting, press quit)
34- better focus management: put focus onto active windows, remove it again later
35 (mainly to speed up gui interaction when map isn't important).
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
37- enter runmode when cursor-key repeats (maybe not?)
38- mapmap (overview) - scroll visible area by clicking/dragging
39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
40- maybe move window managing functionality into toplevel
41- better window management (graphical feedback)
42- the player weight somehow updates strangely when dropping/picking up
43
44low priority:
45- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
46- investigate fill widget option.
47- win32, fow_tetxure sometimes nukes other textures
48 (mostly fixed, but still there: displays list and texture uploads do not go well together)
49- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
50- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all").
52- textview should not snap to bottom on resize.
53- alt+cursor == diagonal
54- look into extendedmapinfo
55- save only dirty cached maps, and save dirty maps != current map
56- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 68- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
61- performance: use texture collections for upstream server data instead if gobs 69- performance: use texture collections for upstream server data instead if gobs
62 of small textures. 70 of small textures.
63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
64 affect neighbouring visible pixels (border bleeding).
65- pango fontsize measure and decrease to achieve real pixel height
66 71
67TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting 74- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 75 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown 76 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command 77 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown). 78 but not otherwise shown).
78- 3) jumping into monsters does no damage, even though it's supposed to 84- 3) jumping into monsters does no damage, even though it's supposed to
79 be an attack (mentioned before). You also get no exp for this 85 be an attack (mentioned before). You also get no exp for this
80- 10) (feature request): bug/typo/idea commands to automatically log 86- 10) (feature request): bug/typo/idea commands to automatically log
81 your comments, with the mentioning of the current map (and perhaps an 87 your comments, with the mentioning of the current map (and perhaps an
82 item, if you do 'bug <item>'). 88 item, if you do 'bug <item>').
89
90
91 #TODO#d# display texture cache
92 {
93 glEnable GL_TEXTURE_2D;
94 glBindTexture GL_TEXTURE_2D, 41;
95 glColor 1, 1, 1, 1;
96 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
97 glEnable GL_BLEND;
98 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
99 glBegin GL_QUADS;
100 glTexCoord 0,1; glVertex 0,0;
101 glTexCoord 1,1; glVertex 255,0;
102 glTexCoord 1,0; glVertex 255,255;
103 glTexCoord 0,0; glVertex 0,255;
104 glEnd;
105 glDisable GL_BLEND;
106 glDisable GL_TEXTURE_2D;
107 }
83 108
84set_face 4783 => 70 109set_face 4783 => 70
85libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
86allocating id 71 111allocating id 71
87OK 112OK

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