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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.150 by root, Wed Jun 7 07:00:30 2006 UTC vs.
Revision 1.255 by root, Tue Mar 13 01:14:03 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- allow inventory window to be stacked vertically, maybe?
712:17 <@schmorp> will have to do that for gce too 9- ganondorf wants the complete to grow, never shrink
812:17 <@schmorp> remind me of it 10- keypad-enter does not do the same as return in text entries
912:17 <@schmorp> qwhen i next bundle it
10 11
11- IMPORTANT: recording multiple macros results in only one macro recorded 12- ice in /whalingoutpost/misc/castle1
12- IMPORTANT: texture reload not working on scaras machine 13 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13- IMPORTANT: pickup ratio not settable? 14- PANGO: create upstream-patch for inclusion into pango
14- IMPORTANT: history for completer (cursor-up) 15- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: bind keys using the completer 16- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: map-clicking is still off-by-one randomly 17- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog 18- LONG-TERM: map landmark labels
19- LONG-TERM: player on map name
18 20
21- player speed is only shown as current, not unencumbered max as in gcfclient
22- IMPORTANT: stats during item creation == crash? (reported by Grak)
23- IMPORTANT: server-protocol/upgrade etc.
24- IMPORTANT: good installation instructions/problem faq.
25- IMPORTANT: database creation parameters borked - fix and find upgrad epath
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:
20- maybe support mb4/mb5 on selected widgets to facilitate scrolling 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
21 (inventory, spell list, messge log...) => marc 32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
22- add lmb mouse = cast, mmb2 = invoke or so to spell list. 33- when in history "mode", completer cannot access completions at all
34- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35- offer common options such as use_skill sense xxx etc. in inventory via menu?
36- buttons should support hovering visually
37- notebooks should provide visual feedback (support from button class?)
38- floorbox out-of-screen after resizing (schmorp)
39- identify inventory hover slowness and fix it (schmorp)
40- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
41- playerbook/skills should have sensible tooltips with skill descriptions
42- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
43- mapmap (overview) - scroll visible area by clicking/dragging
44- binding window and editor layout broken for long recordings => use scroller
23- maybe open the help viewer on the first start, or a simple dialog that 45- maybe open the help viewer on the first start, or a simple dialog that
24 initially lists keybidings for gcfclient converts. 46 initially lists keybidings for gcfclient converts.
25- add a "serve rinfo" setup page that tells you what the server supports 47- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
26 and more importantly what it does not support. 48- what happened to the dialog being shown when modifiers are pressed, showing
27- binding window and editor layout broken for long recordings 49 keybindings for this modifier?
28- minor: skill list which shows XP and lets u bind stuff 50
29- adding another notebook page "Debug" that sets debnugging flags might or 51post-1.0:
30 might not help tracking down bugs in the field?
31- log messages received and commands sent to ~/.crossfire/log.$ip
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 52- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit) 53 (after starting, press quit)
34- mapmap (overview) - scroll visible area by clicking/dragging 54- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
35- maybe move window managing functionality into toplevel: better window management (graphical feedback) 55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
36- the player weight somehow updates strangely when dropping/picking up 56 affect neighbouring visible pixels (border bleeding).
37 (update: is this still the case?) 57- examine etc., should use extendeddrawinfo or sth. similar
38 58- player list from server for tell etc. commands
39should be solved/investigated before 1.0 release: 59- save only dirty cached maps, and save dirty maps != current map
40- what happened to the dialog being shown when modifiera are pressed, showing 60- look into extendedmapinfo
41 keybindings for this modifier?
42- slider e.g. in setup/Spells is not updated when becoming visible
43- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
44- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
45- enter runmode when cursor-key repeats (maybe not?)
46- better focus management: put focus onto active windows, remove it again later
47 (mainly to speed up gui interaction when map isn't important).
48- cairo/win32 looks like shit (premultiplied alpha bug?)
49 (despite horrendous efforts, this is likely not fixable except by building a custom
50 libcairo for win32).
51 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
52- the binding editor should have a append-record mode or something like that
53- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
54 and add column titles (also for other tables like inventory and bindings)
55- sliders do not change size after reconfigure.
56- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
57- investigate fill widget option.
58- win32, fow_tetxure sometimes nukes other textures
59 (mostly fixed, but still there: displays list and texture uploads do not go well together)
60- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
61- completer should know more about arguments, e.g. cast summon pet monster, 61- completer should know more about arguments, e.g. cast summon pet monster,
62 or that some commands do not take arguments ("drop all"). 62 or that some commands do not take arguments ("drop all").
63- textview should not snap to bottom on resize. 63- sliders do not change size after reconfigure.
64- alt+cursor == diagonal 64- enter runmode when cursor-key repeats (maybe not?)
65- look into extendedmapinfo
66- save only dirty cached maps, and save dirty maps != current map
67- try to synchronize local animation speed with server updates to save on screen refreshes.
68- player list from server for tell etc. commands
69- examine etc., should use extendeddrawinfo or sth. similar
70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 65- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
71- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
72- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
73 of small textures. 67 of small textures.
74- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 68- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
75 affect neighbouring visible pixels (border bleeding).
76- pango fontsize measure and decrease to achieve real pixel height
77 69
78TEMPORARY SERVER TODO: 70TEMPORARY SERVER TODO:
71- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
79- palyer peaceful setting should be independen of game peaceful setting 72- palyer peaceful setting should be independen of game peaceful setting
80 (i.e. one should be able to become hostile against guards but still 73 (i.e. one should be able to become hostile against guards but still
81 be peaceful - the palyer peaceful would be toggled by priests and shown 74 be peaceful - the palyer peaceful would be toggled by priests and shown
82 in who, the game peaceful steting would be toggled by the peaceful command 75 in who, the game peaceful steting would be toggled by the peaceful command
83 but not otherwise shown). 76 but not otherwise shown).
84- pippij wants playerstealing to work between hostile players
85- attempt_jump tries to kick jumped-into monster,s but doesn't work 77- attempt_jump tries to kick jumped-into monster,s but doesn't work
86- 1) If you hide, and someone can see you trying to hide, you'll get a 78- 1) If you hide, and someone can see you trying to hide, you'll get a
87 message, even when you can't see that other person. 79 message, even when you can't see that other person.
88- 2) hiding exp is always 1, independant of how difficult it is to hide 80- 2) hiding exp is always 1, independant of how difficult it is to hide
89- 3) jumping into monsters does no damage, even though it's supposed to 81- 3) jumping into monsters does no damage, even though it's supposed to
90 be an attack (mentioned before). You also get no exp for this 82 be an attack (mentioned before). You also get no exp for this
91- 10) (feature request): bug/typo/idea commands to automatically log 83- 10) (feature request): bug/typo/idea commands to automatically log
92 your comments, with the mentioning of the current map (and perhaps an 84 your comments, with the mentioning of the current map (and perhaps an
93 item, if you do 'bug <item>'). 85 item, if you do 'bug <item>').
94 86
95set_face 4783 => 70 87
96libpng warning: Ignoring gAMA chunk with gamma=0 88 #TODO#d# display texture cache
97allocating id 71 89 {
98OK 90 glEnable GL_TEXTURE_2D;
99set_face 4782 => 71 91 glBindTexture GL_TEXTURE_2D, 41;
100libpng warning: Ignoring gAMA chunk with gamma=0 92 glColor 1, 1, 1, 1;
101allocating id 72 93 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
102OK 94 glEnable GL_BLEND;
103set_face 4781 => 72 95 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
104libpng warning: Ignoring gAMA chunk with gamma=0 96 glBegin GL_QUADS;
105allocating id 73 97 glTexCoord 0,1; glVertex 0,0;
106OK 98 glTexCoord 1,1; glVertex 255,0;
107set_face 4784 => 73 99 glTexCoord 1,0; glVertex 255,255;
108libpng warning: Ignoring gAMA chunk with gamma=0 100 glTexCoord 0,0; glVertex 0,255;
101 glEnd;
102 glDisable GL_BLEND;
103 glDisable GL_TEXTURE_2D;
104 }
109 105
110 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. 106 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.
111 /*first pass*/ 107 /*first pass*/
112 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 108 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
113 glDepthMask(FALSE); /*disable Z buffer*/ 109 glDepthMask(FALSE); /*disable Z buffer*/

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