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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.157 by elmex, Tue Jun 13 11:01:04 2006 UTC vs.
Revision 1.247 by root, Mon Nov 20 16:41:46 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 6- PANGO: create upstream-patch for inclusion into pango
712:17 <@schmorp> will have to do that for gce too 7- SERVER: document ext/mapinfo and cfplus.ext
812:17 <@schmorp> remind me of it 8- SERVER: memleak like hell: probably event-related? (probably not real)
912:17 <@schmorp> qwhen i next bundle it 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name
10 12
11- IMPORTANT: recording multiple macros results in only one macro recorded 13- IMPORTANT: server-protocol/upgrade etc.
12- IMPORTANT: texture reload not working on scaras machine 14- IMPORTANT: good installation instructions/problem faq.
13- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14- IMPORTANT: gauge size adjustment wreaks havoc 16- FEATURE: beside the floorbox, have a recent inventory items box
17- fix the pod referencing - L<glossary/space> does not get you anywhere.
18 * possibly look into auto-marking (wiki-style) certain key sequences.
15 19
16should be solved/investitaged before BETA release: 20should be solved/investigated before 1.0 release:
17- maybe support mb4/mb5 on selected widgets to facilitate scrolling 21- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
18 (inventory, spell list, messge log...) => marc 22- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
19- add lmb mouse = cast, mmb2 = invoke or so to spell list. 23- when in history "mode", completer cannot access completions at all
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- offer common options such as use_skill sense xxx etc. in inventory via menu?
26- buttons should support hovering visually
27- notebooks should provide visual feedback (support from button class?)
28- floorbox out-of-screen after resizing (schmorp)
29- identify inventory hover slowness and fix it (schmorp)
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31- playerbook/skills should have sensible tooltips with skill descriptions
32- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
33- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings => use scroller
20- maybe open the help viewer on the first start, or a simple dialog that 35- maybe open the help viewer on the first start, or a simple dialog that
21 initially lists keybidings for gcfclient converts. 36 initially lists keybidings for gcfclient converts.
22- binding window and editor layout broken for long recordings 37- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
23- minor: skill list which shows XP and lets u bind stuff 38- what happened to the dialog being shown when modifiers are pressed, showing
24- log messages received and commands sent to ~/.crossfire/log.$ip 39 keybindings for this modifier?
40
41post-1.0:
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, press quit) 43 (after starting, press quit)
27- mapmap (overview) - scroll visible area by clicking/dragging 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
28- maybe move window managing functionality into toplevel: better window management (graphical feedback) 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
29- the player weight somehow updates strangely when dropping/picking up 46 affect neighbouring visible pixels (border bleeding).
30 (update: is this still the case?) 47- examine etc., should use extendeddrawinfo or sth. similar
31 48- player list from server for tell etc. commands
32should be solved/investigated before 1.0 release: 49- save only dirty cached maps, and save dirty maps != current map
33- what happened to the dialog being shown when modifiera are pressed, showing 50- look into extendedmapinfo
34 keybindings for this modifier?
35- 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
37- 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?)
41 (despite horrendous efforts, this is likely not fixable except by building a custom
42 libcairo for win32).
43 (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, 51- completer should know more about arguments, e.g. cast summon pet monster,
54 or that some commands do not take arguments ("drop all"). 52 or that some commands do not take arguments ("drop all").
55- textview should not snap to bottom on resize. 53- sliders do not change size after reconfigure.
56- alt+cursor == diagonal 54- enter runmode when cursor-key repeats (maybe not?)
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.). 55- 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 56- performance: use texture collections for upstream server data instead if gobs
65 of small textures. 57 of small textures.
66- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 58- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
67 affect neighbouring visible pixels (border bleeding).
68- pango fontsize measure and decrease to achieve real pixel height
69 59
70TEMPORARY SERVER TODO: 60TEMPORARY SERVER TODO:
61- 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 62- palyer peaceful setting should be independen of game peaceful setting
72 (i.e. one should be able to become hostile against guards but still 63 (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 64 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 65 in who, the game peaceful steting would be toggled by the peaceful command
75 but not otherwise shown). 66 but not otherwise shown).
76- pippij wants playerstealing to work between hostile players
77- attempt_jump tries to kick jumped-into monster,s but doesn't work 67- attempt_jump tries to kick jumped-into monster,s but doesn't work
78- 1) If you hide, and someone can see you trying to hide, you'll get a 68- 1) If you hide, and someone can see you trying to hide, you'll get a
79 message, even when you can't see that other person. 69 message, even when you can't see that other person.
80- 2) hiding exp is always 1, independant of how difficult it is to hide 70- 2) hiding exp is always 1, independant of how difficult it is to hide
81- 3) jumping into monsters does no damage, even though it's supposed to 71- 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 72 be an attack (mentioned before). You also get no exp for this
83- 10) (feature request): bug/typo/idea commands to automatically log 73- 10) (feature request): bug/typo/idea commands to automatically log
84 your comments, with the mentioning of the current map (and perhaps an 74 your comments, with the mentioning of the current map (and perhaps an
85 item, if you do 'bug <item>'). 75 item, if you do 'bug <item>').
86 76
87set_face 4783 => 70 77
88libpng warning: Ignoring gAMA chunk with gamma=0 78 #TODO#d# display texture cache
89allocating id 71 79 {
90OK 80 glEnable GL_TEXTURE_2D;
91set_face 4782 => 71 81 glBindTexture GL_TEXTURE_2D, 41;
92libpng warning: Ignoring gAMA chunk with gamma=0 82 glColor 1, 1, 1, 1;
93allocating id 72 83 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
94OK 84 glEnable GL_BLEND;
95set_face 4781 => 72 85 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
96libpng warning: Ignoring gAMA chunk with gamma=0 86 glBegin GL_QUADS;
97allocating id 73 87 glTexCoord 0,1; glVertex 0,0;
98OK 88 glTexCoord 1,1; glVertex 255,0;
99set_face 4784 => 73 89 glTexCoord 1,0; glVertex 255,255;
100libpng warning: Ignoring gAMA chunk with gamma=0 90 glTexCoord 0,0; glVertex 0,255;
91 glEnd;
92 glDisable GL_BLEND;
93 glDisable GL_TEXTURE_2D;
94 }
101 95
102 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. 96 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.
103 /*first pass*/ 97 /*first pass*/
104 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 98 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/ 99 glDepthMask(FALSE); /*disable Z buffer*/

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