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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 1.264 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- IMPORTANT: bind keys using the completer
16 14
17should be solved/investitaged before BETA release: 15- ice in /whalingoutpost/misc/castle1
18- message log/textview flickers on update. 16 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
19- binding window and editor layout broken for long recordings 17- PANGO: create upstream-patch for inclusion into pango
20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 18- SERVER: document ext/mapinfo and cfplus.ext
21 (use popups, not buttons) 19- SERVER: memleak like hell: probably event-related? (probably not real)
22- minor: skill list which shows XP and lets u bind stuff 20- LONG-TERM: party member health etc. status (needs player list, then trivial)
23- adding another notebook page "Debug" that sets debnugging flags might or 21- LONG-TERM: map landmark labels
24 might not help tracking down bugs in the field? 22- LONG-TERM: player on map name
25- log messages received and commands sent to ~/.crossfire/log.$ip 23
26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 24- player speed is only shown as current, not unencumbered max as in gcfclient
27 (after starting, press quit) 25- IMPORTANT: stats during item creation == crash? (reported by Grak)
28- mapmap (overview) - scroll visible area by clicking/dragging 26- FEATURE: beside the floorbox, have a recent inventory items box
29- maybe move window managing functionality into toplevel: better window management (graphical feedback) 27- fix the pod referencing - L<glossary/space> does not get you anywhere.
30- the player weight somehow updates strangely when dropping/picking up 28 * possibly look into auto-marking (wiki-style) certain key sequences.
31 (update: is this still the case?)
32 29
33should be solved/investigated before 1.0 release: 30should be solved/investigated before 1.0 release:
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
36- enter runmode when cursor-key repeats (maybe not?) 33- offer common options such as use_skill sense xxx etc. in inventory via menu?
37- better focus management: put focus onto active windows, remove it again later 34- buttons should support hovering visually
38 (mainly to speed up gui interaction when map isn't important). 35- notebooks should provide visual feedback (support from button class?)
39- cairo/win32 looks like shit (premultiplied alpha bug?) 36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
40 (despite horrendous efforts, this is likely not fixable except by building a custom 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
41 libcairo for win32). 38- mapmap (overview) - scroll visible area by clicking/dragging
42 (update: disabled antialiasing, this looks bad, but much better than antialiasing) 39- maybe open the help viewer on the first start, or a simple dialog that
43- the binding editor should have a append-record mode or something like that 40 initially lists keybidings for gcfclient converts.
44- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
45 and add column titles (also for other tables like inventory and bindings) 42
46- sliders do not change size after reconfigure. 43post-1.0:
47- 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)
48- investigate fill widget option. 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49- win32, fow_tetxure sometimes nukes other textures 46 affect neighbouring visible pixels (border bleeding).
50 (mostly fixed, but still there: displays list and texture uploads do not go well together) 47- player list from server for tell etc. commands
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, 48- completer should know more about arguments, e.g. cast summon pet monster,
53 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
54- textview should not snap to bottom on resize. 50- enter runmode when cursor-key repeats (maybe not?)
55- alt+cursor == diagonal
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.). 51- 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 52- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 53 of small textures.
65- 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
66 affect neighbouring visible pixels (border bleeding).
67- pango fontsize measure and decrease to achieve real pixel height
68 55
69TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
57- 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 58- palyer peaceful setting should be independen of game peaceful setting
71 (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
72 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
73 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
74 but not otherwise shown). 62 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 63- 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 64- 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. 65 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 66- 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 67- 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 68 be an attack (mentioned before). You also get no exp for this
82- 10) (feature request): bug/typo/idea commands to automatically log
83 your comments, with the mentioning of the current map (and perhaps an
84 item, if you do 'bug <item>').
85 69
86set_face 4783 => 70 70
87libpng warning: Ignoring gAMA chunk with gamma=0 71 #TODO#d# display texture cache
88allocating id 71 72 {
89OK 73 glEnable GL_TEXTURE_2D;
90set_face 4782 => 71 74 glBindTexture GL_TEXTURE_2D, 41;
91libpng warning: Ignoring gAMA chunk with gamma=0 75 glColor 1, 1, 1, 1;
92allocating id 72 76 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
93OK 77 glEnable GL_BLEND;
94set_face 4781 => 72 78 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
95libpng warning: Ignoring gAMA chunk with gamma=0 79 glBegin GL_QUADS;
96allocating id 73 80 glTexCoord 0,1; glVertex 0,0;
97OK 81 glTexCoord 1,1; glVertex 255,0;
98set_face 4784 => 73 82 glTexCoord 1,0; glVertex 255,255;
99libpng 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 }
100 88
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. 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.
102 /*first pass*/ 90 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/ 92 glDepthMask(FALSE); /*disable Z buffer*/

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