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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.138 by root, Mon Jun 5 22:07:43 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: pickup ratio not settable? 10- automccompleter should vanish when its losing focus
12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 11- allow inventory window to be stacked vertically, maybe?
13 together with removing query dialog altogether. 12- ganondorf wants the completer to grow, never shrink
14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 13- keypad-enter does not do the same as return in text entries
15- IMPORTANT: history for completer (cursor-up)
16- IMPORTANT: bind keys using the completer
17- IMPORTANT: map-clicking is still off-by-one randomly
18 14
15- ice in /whalingoutpost/misc/castle1
16 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
17- PANGO: create upstream-patch for inclusion into pango
18- SERVER: document ext/mapinfo and cfplus.ext
19- SERVER: memleak like hell: probably event-related? (probably not real)
20- LONG-TERM: party member health etc. status (needs player list, then trivial)
21- LONG-TERM: map landmark labels
22- LONG-TERM: player on map name
23
24- player speed is only shown as current, not unencumbered max as in gcfclient
25- IMPORTANT: stats during item creation == crash? (reported by Grak)
26- FEATURE: beside the floorbox, have a recent inventory items box
27- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
29
19should be solved/investitaged before BETA release: 30should be solved/investigated before 1.0 release:
31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- offer common options such as use_skill sense xxx etc. in inventory via menu?
34- buttons should support hovering visually
35- notebooks should provide visual feedback (support from button class?)
36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- mapmap (overview) - scroll visible area by clicking/dragging
20- maybe open the help viewer on the first start, or a simple dialog that 39- maybe open the help viewer on the first start, or a simple dialog that
21 initially lists keybidings for gcfclient converts. 40 initially lists keybidings for gcfclient converts.
22- add a "serve rinfo" setup page that tells you what the server supports 41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
23 and more importantly what it does not support.
24- put metaserver list into scrolled viewport, move Use button to back,
25 add tooltips, close together with setup dialog or even notebook page
26 becoming invisible.
27- message log/textview flickers on update.
28- binding window and editor layout broken for long recordings
29- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
30 (use popups, not buttons)
31- minor: skill list which shows XP and lets u bind stuff
32- adding another notebook page "Debug" that sets debnugging flags might or
33 might not help tracking down bugs in the field?
34- log messages received and commands sent to ~/.crossfire/log.$ip
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit)
37- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40 (update: is this still the case?)
41 42
42should be solved/investigated before 1.0 release: 43post-1.0:
43- slider e.g. in setup/Spells is not updated when becoming visible 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 46 affect neighbouring visible pixels (border bleeding).
46- enter runmode when cursor-key repeats (maybe not?) 47- player list from server for tell etc. commands
47- better focus management: put focus onto active windows, remove it again later
48 (mainly to speed up gui interaction when map isn't important).
49- cairo/win32 looks like shit (premultiplied alpha bug?)
50 (despite horrendous efforts, this is likely not fixable except by building a custom
51 libcairo for win32).
52 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- the binding editor should have a append-record mode or something like that
54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
55 and add column titles (also for other tables like inventory and bindings)
56- sliders do not change size after reconfigure.
57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
58- investigate fill widget option.
59- win32, fow_tetxure sometimes nukes other textures
60 (mostly fixed, but still there: displays list and texture uploads do not go well together)
61- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
62- 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,
63 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
64- textview should not snap to bottom on resize. 50- enter runmode when cursor-key repeats (maybe not?)
65- alt+cursor == diagonal
66- look into extendedmapinfo
67- save only dirty cached maps, and save dirty maps != current map
68- try to synchronize local animation speed with server updates to save on screen refreshes.
69- player list from server for tell etc. commands
70- examine etc., should use extendeddrawinfo or sth. similar
71- 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.).
72- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
73- performance: use texture collections for upstream server data instead if gobs 52- performance: use texture collections for upstream server data instead if gobs
74 of small textures. 53 of small textures.
75- 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
76 affect neighbouring visible pixels (border bleeding).
77- pango fontsize measure and decrease to achieve real pixel height
78 55
79TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
57- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
80- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
81 (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
82 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
83 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
84 but not otherwise shown). 62 but not otherwise shown).
85- pippij wants playerstealing to work between hostile players
86- 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
87- 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
88 message, even when you can't see that other person. 65 message, even when you can't see that other person.
89- 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
90- 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
91 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
92- 10) (feature request): bug/typo/idea commands to automatically log
93 your comments, with the mentioning of the current map (and perhaps an
94 item, if you do 'bug <item>').
95 69
96set_face 4783 => 70 70
97libpng warning: Ignoring gAMA chunk with gamma=0 71 #TODO#d# display texture cache
98allocating id 71 72 {
99OK 73 glEnable GL_TEXTURE_2D;
100set_face 4782 => 71 74 glBindTexture GL_TEXTURE_2D, 41;
101libpng warning: Ignoring gAMA chunk with gamma=0 75 glColor 1, 1, 1, 1;
102allocating id 72 76 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103OK 77 glEnable GL_BLEND;
104set_face 4781 => 72 78 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105libpng warning: Ignoring gAMA chunk with gamma=0 79 glBegin GL_QUADS;
106allocating id 73 80 glTexCoord 0,1; glVertex 0,0;
107OK 81 glTexCoord 1,1; glVertex 255,0;
108set_face 4784 => 73 82 glTexCoord 1,0; glVertex 255,255;
109libpng 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 }
110 88
111 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.
112 /*first pass*/ 90 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/ 92 glDepthMask(FALSE); /*disable Z buffer*/

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