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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.136 by root, Mon Jun 5 21:43:54 2006 UTC vs.
Revision 1.263 by root, Wed Aug 22 21:27:13 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- tooltips for experience widgets
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- improve smoothing implementation to be cleaner and more efficient.
12 together with removing query dialog altogether.
13- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
14- IMPORTANT: history for completer (cursor-up)
15- IMPORTANT: bind keys using the completer
16 11
17should be solved/investitaged before BETA release: 12- automccompleter should vanish when its losing focus
18- put metaserver list into scrolled viewport, move Use button to back, 13- allow inventory window to be stacked vertically, maybe?
19 add tooltips, close together with setup dialog or even notebook page 14- ganondorf wants the completer to grow, never shrink
20 becoming invisible. 15- keypad-enter does not do the same as return in text entries
21- message log/textview flickers on update. 16
22- binding window and editor layout broken for long recordings 17- ice in /whalingoutpost/misc/castle1
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
24 (use popups, not buttons) 19- PANGO: create upstream-patch for inclusion into pango
25- minor: skill list which shows XP and lets u bind stuff 20- SERVER: document ext/mapinfo and cfplus.ext
26- adding another notebook page "Debug" that sets debnugging flags might or 21- SERVER: memleak like hell: probably event-related? (probably not real)
27 might not help tracking down bugs in the field? 22- LONG-TERM: party member health etc. status (needs player list, then trivial)
28- log messages received and commands sent to ~/.crossfire/log.$ip 23- LONG-TERM: map landmark labels
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 24- LONG-TERM: player on map name
30 (after starting, press quit) 25
31- mapmap (overview) - scroll visible area by clicking/dragging 26- player speed is only shown as current, not unencumbered max as in gcfclient
32- maybe move window managing functionality into toplevel: better window management (graphical feedback) 27- IMPORTANT: stats during item creation == crash? (reported by Grak)
33- the player weight somehow updates strangely when dropping/picking up 28- FEATURE: beside the floorbox, have a recent inventory items box
34 (update: is this still the case?) 29- fix the pod referencing - L<glossary/space> does not get you anywhere.
30 * possibly look into auto-marking (wiki-style) certain key sequences.
35 31
36should be solved/investigated before 1.0 release: 32should be solved/investigated before 1.0 release:
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
38- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
39- enter runmode when cursor-key repeats (maybe not?) 35- offer common options such as use_skill sense xxx etc. in inventory via menu?
40- better focus management: put focus onto active windows, remove it again later 36- buttons should support hovering visually
41 (mainly to speed up gui interaction when map isn't important). 37- notebooks should provide visual feedback (support from button class?)
42- cairo/win32 looks like shit (premultiplied alpha bug?) 38- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
43 (despite horrendous efforts, this is likely not fixable except by building a custom 39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
44 libcairo for win32). 40- mapmap (overview) - scroll visible area by clicking/dragging
45 (update: disabled antialiasing, this looks bad, but much better than antialiasing) 41- maybe open the help viewer on the first start, or a simple dialog that
46- the binding editor should have a append-record mode or something like that 42 initially lists keybidings for gcfclient converts.
47- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
48 and add column titles (also for other tables like inventory and bindings) 44
49- sliders do not change size after reconfigure. 45post-1.0:
50- use more graphical frames/separators to make dialogs more eye-pleasing/clean. 46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
51- investigate fill widget option. 47- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
52- win32, fow_tetxure sometimes nukes other textures 48 affect neighbouring visible pixels (border bleeding).
53 (mostly fixed, but still there: displays list and texture uploads do not go well together) 49- player list from server for tell etc. commands
54- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
55- completer should know more about arguments, e.g. cast summon pet monster, 50- completer should know more about arguments, e.g. cast summon pet monster,
56 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
57- textview should not snap to bottom on resize. 52- enter runmode when cursor-key repeats (maybe not?)
58- alt+cursor == diagonal
59- look into extendedmapinfo
60- save only dirty cached maps, and save dirty maps != current map
61- try to synchronize local animation speed with server updates to save on screen refreshes.
62- player list from server for tell etc. commands
63- examine etc., should use extendeddrawinfo or sth. similar
64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
65- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
66- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
67 of small textures. 55 of small textures.
68- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 56- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
69 affect neighbouring visible pixels (border bleeding).
70- pango fontsize measure and decrease to achieve real pixel height
71 57
72TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
73- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
74 (i.e. one should be able to become hostile against guards but still 61 (i.e. one should be able to become hostile against guards but still
75 be peaceful - the palyer peaceful would be toggled by priests and shown 62 be peaceful - the palyer peaceful would be toggled by priests and shown
76 in who, the game peaceful steting would be toggled by the peaceful command 63 in who, the game peaceful steting would be toggled by the peaceful command
77 but not otherwise shown). 64 but not otherwise shown).
78- pippij wants playerstealing to work between hostile players
79- attempt_jump tries to kick jumped-into monster,s but doesn't work 65- attempt_jump tries to kick jumped-into monster,s but doesn't work
80- 1) If you hide, and someone can see you trying to hide, you'll get a 66- 1) If you hide, and someone can see you trying to hide, you'll get a
81 message, even when you can't see that other person. 67 message, even when you can't see that other person.
82- 2) hiding exp is always 1, independant of how difficult it is to hide 68- 2) hiding exp is always 1, independant of how difficult it is to hide
83- 3) jumping into monsters does no damage, even though it's supposed to 69- 3) jumping into monsters does no damage, even though it's supposed to
84 be an attack (mentioned before). You also get no exp for this 70 be an attack (mentioned before). You also get no exp for this
85- 10) (feature request): bug/typo/idea commands to automatically log
86 your comments, with the mentioning of the current map (and perhaps an
87 item, if you do 'bug <item>').
88 71
89set_face 4783 => 70 72
90libpng warning: Ignoring gAMA chunk with gamma=0 73 #TODO#d# display texture cache
91allocating id 71 74 {
92OK 75 glEnable GL_TEXTURE_2D;
93set_face 4782 => 71 76 glBindTexture GL_TEXTURE_2D, 41;
94libpng warning: Ignoring gAMA chunk with gamma=0 77 glColor 1, 1, 1, 1;
95allocating id 72 78 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
96OK 79 glEnable GL_BLEND;
97set_face 4781 => 72 80 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
98libpng warning: Ignoring gAMA chunk with gamma=0 81 glBegin GL_QUADS;
99allocating id 73 82 glTexCoord 0,1; glVertex 0,0;
100OK 83 glTexCoord 1,1; glVertex 255,0;
101set_face 4784 => 73 84 glTexCoord 1,0; glVertex 255,255;
102libpng warning: Ignoring gAMA chunk with gamma=0 85 glTexCoord 0,0; glVertex 0,255;
86 glEnd;
87 glDisable GL_BLEND;
88 glDisable GL_TEXTURE_2D;
89 }
103 90
104 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. 91 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 /*first pass*/ 92 /*first pass*/
106 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
107 glDepthMask(FALSE); /*disable Z buffer*/ 94 glDepthMask(FALSE); /*disable Z buffer*/

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