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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.135 by root, Mon Jun 5 21:23:59 2006 UTC vs.
Revision 1.254 by root, Tue Jan 9 22:51:11 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- ganondorf wants the complete to grow, never shrink
712:17 <@schmorp> will have to do that for gce too 9- 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 10
11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 11- ice in /whalingoutpost/misc/castle1
12 together with removing query dialog altogether. 12 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 13- PANGO: create upstream-patch for inclusion into pango
14- IMPORTANT: history for completer (cursor-up) 14- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: bind keys using the completer 15- SERVER: memleak like hell: probably event-related? (probably not real)
16- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- LONG-TERM: map landmark labels
18- LONG-TERM: player on map name
16 19
20- player speed is only shown as current, not unencumbered max as in gcfclient
21- IMPORTANT: stats during item creation == crash? (reported by Grak)
22- IMPORTANT: server-protocol/upgrade etc.
23- IMPORTANT: good installation instructions/problem faq.
24- IMPORTANT: database creation parameters borked - fix and find upgrad epath
25- FEATURE: beside the floorbox, have a recent inventory items box
26- fix the pod referencing - L<glossary/space> does not get you anywhere.
27 * possibly look into auto-marking (wiki-style) certain key sequences.
28
17should be solved/investitaged before BETA release: 29should be solved/investigated before 1.0 release:
18- message log/textview flickers on update. 30- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
31- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
32- when in history "mode", completer cannot access completions at all
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- offer common options such as use_skill sense xxx etc. in inventory via menu?
35- buttons should support hovering visually
36- notebooks should provide visual feedback (support from button class?)
37- floorbox out-of-screen after resizing (schmorp)
38- identify inventory hover slowness and fix it (schmorp)
39- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
40- playerbook/skills should have sensible tooltips with skill descriptions
41- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
42- mapmap (overview) - scroll visible area by clicking/dragging
19- binding window and editor layout broken for long recordings 43- 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 44- maybe open the help viewer on the first start, or a simple dialog that
21 (use popups, not buttons) 45 initially lists keybidings for gcfclient converts.
22- minor: skill list which shows XP and lets u bind stuff 46- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
23- adding another notebook page "Debug" that sets debnugging flags might or 47- what happened to the dialog being shown when modifiers are pressed, showing
24 might not help tracking down bugs in the field? 48 keybindings for this modifier?
25- log messages received and commands sent to ~/.crossfire/log.$ip 49
50post-1.0:
26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 51- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
27 (after starting, press quit) 52 (after starting, press quit)
28- mapmap (overview) - scroll visible area by clicking/dragging 53- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
29- maybe move window managing functionality into toplevel: better window management (graphical feedback) 54- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
30- the player weight somehow updates strangely when dropping/picking up 55 affect neighbouring visible pixels (border bleeding).
31 (update: is this still the case?) 56- examine etc., should use extendeddrawinfo or sth. similar
32 57- player list from server for tell etc. commands
33should be solved/investigated before 1.0 release: 58- save only dirty cached maps, and save dirty maps != current map
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 59- look into extendedmapinfo
35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
36- enter runmode when cursor-key repeats (maybe not?)
37- better focus management: put focus onto active windows, remove it again later
38 (mainly to speed up gui interaction when map isn't important).
39- cairo/win32 looks like shit (premultiplied alpha bug?)
40 (despite horrendous efforts, this is likely not fixable except by building a custom
41 libcairo for win32).
42 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
43- the binding editor should have a append-record mode or something like that
44- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
45 and add column titles (also for other tables like inventory and bindings)
46- sliders do not change size after reconfigure.
47- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
48- investigate fill widget option.
49- win32, fow_tetxure sometimes nukes other textures
50 (mostly fixed, but still there: displays list and texture uploads do not go well together)
51- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
52- completer should know more about arguments, e.g. cast summon pet monster, 60- completer should know more about arguments, e.g. cast summon pet monster,
53 or that some commands do not take arguments ("drop all"). 61 or that some commands do not take arguments ("drop all").
54- textview should not snap to bottom on resize. 62- sliders do not change size after reconfigure.
55- alt+cursor == diagonal 63- enter runmode when cursor-key repeats (maybe not?)
56- look into extendedmapinfo
57- save only dirty cached maps, and save dirty maps != current map
58- try to synchronize local animation speed with server updates to save on screen refreshes.
59- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
63- performance: use texture collections for upstream server data instead if gobs 65- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 66 of small textures.
65- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 67- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
66 affect neighbouring visible pixels (border bleeding).
67- pango fontsize measure and decrease to achieve real pixel height
68 68
69TEMPORARY SERVER TODO: 69TEMPORARY SERVER TODO:
70- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
70- palyer peaceful setting should be independen of game peaceful setting 71- palyer peaceful setting should be independen of game peaceful setting
71 (i.e. one should be able to become hostile against guards but still 72 (i.e. one should be able to become hostile against guards but still
72 be peaceful - the palyer peaceful would be toggled by priests and shown 73 be peaceful - the palyer peaceful would be toggled by priests and shown
73 in who, the game peaceful steting would be toggled by the peaceful command 74 in who, the game peaceful steting would be toggled by the peaceful command
74 but not otherwise shown). 75 but not otherwise shown).
75- pippij wants playerstealing to work between hostile players
76- attempt_jump tries to kick jumped-into monster,s but doesn't work 76- attempt_jump tries to kick jumped-into monster,s but doesn't work
77- 1) If you hide, and someone can see you trying to hide, you'll get a 77- 1) If you hide, and someone can see you trying to hide, you'll get a
78 message, even when you can't see that other person. 78 message, even when you can't see that other person.
79- 2) hiding exp is always 1, independant of how difficult it is to hide 79- 2) hiding exp is always 1, independant of how difficult it is to hide
80- 3) jumping into monsters does no damage, even though it's supposed to 80- 3) jumping into monsters does no damage, even though it's supposed to
81 be an attack (mentioned before). You also get no exp for this 81 be an attack (mentioned before). You also get no exp for this
82- 10) (feature request): bug/typo/idea commands to automatically log 82- 10) (feature request): bug/typo/idea commands to automatically log
83 your comments, with the mentioning of the current map (and perhaps an 83 your comments, with the mentioning of the current map (and perhaps an
84 item, if you do 'bug <item>'). 84 item, if you do 'bug <item>').
85 85
86set_face 4783 => 70 86
87libpng warning: Ignoring gAMA chunk with gamma=0 87 #TODO#d# display texture cache
88allocating id 71 88 {
89OK 89 glEnable GL_TEXTURE_2D;
90set_face 4782 => 71 90 glBindTexture GL_TEXTURE_2D, 41;
91libpng warning: Ignoring gAMA chunk with gamma=0 91 glColor 1, 1, 1, 1;
92allocating id 72 92 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
93OK 93 glEnable GL_BLEND;
94set_face 4781 => 72 94 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
95libpng warning: Ignoring gAMA chunk with gamma=0 95 glBegin GL_QUADS;
96allocating id 73 96 glTexCoord 0,1; glVertex 0,0;
97OK 97 glTexCoord 1,1; glVertex 255,0;
98set_face 4784 => 73 98 glTexCoord 1,0; glVertex 255,255;
99libpng warning: Ignoring gAMA chunk with gamma=0 99 glTexCoord 0,0; glVertex 0,255;
100 glEnd;
101 glDisable GL_BLEND;
102 glDisable GL_TEXTURE_2D;
103 }
100 104
101 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. 105 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.
102 /*first pass*/ 106 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 107 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/ 108 glDepthMask(FALSE); /*disable Z buffer*/

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