ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.157 by elmex, Tue Jun 13 11:01:04 2006 UTC vs.
Revision 1.196 by root, Wed Jul 5 02:16:49 2006 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
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: recording multiple macros results in only one macro recorded 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- IMPORTANT: texture reload not working on scaras machine 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog 13 => or maybe using an extra icon for curses/magic items?)
14- IMPORTANT: gauge size adjustment wreaks havoc 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15 show player weight/max weight in inventory
16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- the inventory needs separate scrollbars. unfortunately, that means
20 addign a manual scrollbar to the other panes (skills and spells :()
21- notebook should provide a visual feedback (support form button class?)
22- buttons should support hovering visually
23- experience change messages should include skill experience
24- skill page in playerbook
25- help window close button
26- floorbox should show currently open container
27- make simple inventory filters: most recently added/changed, normal, only unlocked
28- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
29- minor: skill list which shows XP and lets u bind stuff
30- experience
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit)
33- client sometimes crashes on Mapmenu=>Toggle autopickup
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
15 35
16should be solved/investitaged before BETA release: 36should be solved/investigated before 1.0 release:
37- NPC dialog box should have close button which finishes the dialog
38- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
17- maybe support mb4/mb5 on selected widgets to facilitate scrolling 42- maybe support mb4/mb5 on selected widgets to facilitate scrolling
18 (inventory, spell list, messge log...) => marc 43 (inventory, spell list, messge log...) => marc
19- add lmb mouse = cast, mmb2 = invoke or so to spell list. 44- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
20- maybe open the help viewer on the first start, or a simple dialog that 45- but fullscreen => minimize (alt-esc) => no way to go back [windows]
21 initially lists keybidings for gcfclient converts. 46- spell list => scroll down => "Pickup" => scrollbar not updated
22- binding window and editor layout broken for long recordings
23- minor: skill list which shows XP and lets u bind stuff
24- log messages received and commands sent to ~/.crossfire/log.$ip
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, press quit)
27- mapmap (overview) - scroll visible area by clicking/dragging
28- maybe move window managing functionality into toplevel: better window management (graphical feedback)
29- the player weight somehow updates strangely when dropping/picking up
30 (update: is this still the case?)
31
32should be solved/investigated before 1.0 release:
33- what happened to the dialog being shown when modifiera are pressed, showing 47- what happened to the dialog being shown when modifiers are pressed, showing
34 keybindings for this modifier? 48 keybindings for this modifier?
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 49- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 50
51post-1.0:
52- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
53 (maybe sth. else causes the slowness, such as database?)
54- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56 affect neighbouring visible pixels (border bleeding).
57- examine etc., should use extendeddrawinfo or sth. similar
58- player list from server for tell etc. commands
59- save only dirty cached maps, and save dirty maps != current map
60- look into extendedmapinfo
61- completer should know more about arguments, e.g. cast summon pet monster,
62 or that some commands do not take arguments ("drop all").
63- sliders do not change size after reconfigure.
37- enter runmode when cursor-key repeats (maybe not?) 64- enter runmode when cursor-key repeats (maybe not?)
38- better focus management: put focus onto active windows, remove it again later
39 (mainly to speed up gui interaction when map isn't important).
40- cairo/win32 looks like shit (premultiplied alpha bug?) 65- cairo/win32 looks like shit (premultiplied alpha bug?)
41 (despite horrendous efforts, this is likely not fixable except by building a custom 66 (despite horrendous efforts, this is likely not fixable except by building a custom
42 libcairo for win32). 67 libcairo for win32).
43 (update: disabled antialiasing, this looks bad, but much better than antialiasing) 68 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
44- the binding editor should have a append-record mode or something like that
45- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
46 and add column titles (also for other tables like inventory and bindings)
47- sliders do not change size after reconfigure.
48- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
49- investigate fill widget option.
50- win32, fow_tetxure sometimes nukes other textures
51 (mostly fixed, but still there: displays list and texture uploads do not go well together)
52- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
53- completer should know more about arguments, e.g. cast summon pet monster,
54 or that some commands do not take arguments ("drop all").
55- textview should not snap to bottom on resize.
56- alt+cursor == diagonal
57- look into extendedmapinfo
58- save only dirty cached maps, and save dirty maps != current map
59- try to synchronize local animation speed with server updates to save on screen refreshes.
60- player list from server for tell etc. commands
61- examine etc., should use extendeddrawinfo or sth. similar
62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
64- performance: use texture collections for upstream server data instead if gobs 70- performance: use texture collections for upstream server data instead if gobs
65 of small textures. 71 of small textures.
66- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
67 affect neighbouring visible pixels (border bleeding).
68- pango fontsize measure and decrease to achieve real pixel height
69 72
70TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
71- palyer peaceful setting should be independen of game peaceful setting 75- palyer peaceful setting should be independen of game peaceful setting
72 (i.e. one should be able to become hostile against guards but still 76 (i.e. one should be able to become hostile against guards but still
73 be peaceful - the palyer peaceful would be toggled by priests and shown 77 be peaceful - the palyer peaceful would be toggled by priests and shown
74 in who, the game peaceful steting would be toggled by the peaceful command 78 in who, the game peaceful steting would be toggled by the peaceful command
75 but not otherwise shown). 79 but not otherwise shown).
81- 3) jumping into monsters does no damage, even though it's supposed to 85- 3) jumping into monsters does no damage, even though it's supposed to
82 be an attack (mentioned before). You also get no exp for this 86 be an attack (mentioned before). You also get no exp for this
83- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
84 your comments, with the mentioning of the current map (and perhaps an 88 your comments, with the mentioning of the current map (and perhaps an
85 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
90
91
92 #TODO#d# display texture cache
93 {
94 glEnable GL_TEXTURE_2D;
95 glBindTexture GL_TEXTURE_2D, 41;
96 glColor 1, 1, 1, 1;
97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
98 glEnable GL_BLEND;
99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
100 glBegin GL_QUADS;
101 glTexCoord 0,1; glVertex 0,0;
102 glTexCoord 1,1; glVertex 255,0;
103 glTexCoord 1,0; glVertex 255,255;
104 glTexCoord 0,0; glVertex 0,255;
105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
86 109
87set_face 4783 => 70 110set_face 4783 => 70
88libpng warning: Ignoring gAMA chunk with gamma=0 111libpng warning: Ignoring gAMA chunk with gamma=0
89allocating id 71 112allocating id 71
90OK 113OK

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines