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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.169 by root, Sun Jun 18 17:23:35 2006 UTC vs.
Revision 1.256 by root, Tue Mar 13 01:19:33 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- display opengl renderer for troubleshooting
712:17 <@schmorp> will have to do that for gce too 9- automccompleter should vanish when its losing focus
812:17 <@schmorp> remind me of it 10- allow inventory window to be stacked vertically, maybe?
912:17 <@schmorp> qwhen i next bundle it 11- ganondorf wants the complete to grow, never shrink
12- keypad-enter does not do the same as return in text entries
10 13
11- IMPORTANT: ctrl-insert does (no longeR?) open the binding editor 14- ice in /whalingoutpost/misc/castle1
12- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour? 15 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13 (or maybe even better: not have an Arm value anymore if its not used in the protocol?) 16- PANGO: create upstream-patch for inclusion into pango
14- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex) 17- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: recording multiple macros results in only one macro recorded 18- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: texture reload not working on scaras machine (maybe now) 19- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls 20- LONG-TERM: map landmark labels
21- LONG-TERM: player on map name
18 22
23- player speed is only shown as current, not unencumbered max as in gcfclient
24- IMPORTANT: stats during item creation == crash? (reported by Grak)
25- IMPORTANT: server-protocol/upgrade etc.
26- IMPORTANT: good installation instructions/problem faq.
27- IMPORTANT: database creation parameters borked - fix and find upgrad epath
28- FEATURE: beside the floorbox, have a recent inventory items box
29- fix the pod referencing - L<glossary/space> does not get you anywhere.
30 * possibly look into auto-marking (wiki-style) certain key sequences.
31
19should be solved/investitaged before BETA release: 32should be solved/investigated before 1.0 release:
20- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
21- the binding dialog is sometimes behind all windows 34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
22- maybe support mb4/mb5 on selected widgets to facilitate scrolling 35- when in history "mode", completer cannot access completions at all
23 (inventory, spell list, messge log...) => marc 36- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
24- add lmb mouse = cast, mmb2 = invoke or so to spell list. 37- offer common options such as use_skill sense xxx etc. in inventory via menu?
38- buttons should support hovering visually
39- notebooks should provide visual feedback (support from button class?)
40- floorbox out-of-screen after resizing (schmorp)
41- identify inventory hover slowness and fix it (schmorp)
42- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
43- playerbook/skills should have sensible tooltips with skill descriptions
44- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
45- mapmap (overview) - scroll visible area by clicking/dragging
46- binding window and editor layout broken for long recordings => use scroller
25- maybe open the help viewer on the first start, or a simple dialog that 47- maybe open the help viewer on the first start, or a simple dialog that
26 initially lists keybidings for gcfclient converts. 48 initially lists keybidings for gcfclient converts.
27- binding window and editor layout broken for long recordings 49- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
28- minor: skill list which shows XP and lets u bind stuff 50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
52
53post-1.0:
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 54- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, press quit) 55 (after starting, press quit)
31- mapmap (overview) - scroll visible area by clicking/dragging 56- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
32- maybe move window managing functionality into toplevel: better window management (graphical feedback) 57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
33- the player weight somehow updates strangely when dropping/picking up 58 affect neighbouring visible pixels (border bleeding).
34 (update: is this still the case?) 59- examine etc., should use extendeddrawinfo or sth. similar
35 60- player list from server for tell etc. commands
36should be solved/investigated before 1.0 release: 61- save only dirty cached maps, and save dirty maps != current map
37- what happened to the dialog being shown when modifiera are pressed, showing 62- look into extendedmapinfo
38 keybindings for this modifier?
39- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
40- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
41- enter runmode when cursor-key repeats (maybe not?)
42- better focus management: put focus onto active windows, remove it again later
43 (mainly to speed up gui interaction when map isn't important).
44- cairo/win32 looks like shit (premultiplied alpha bug?)
45 (despite horrendous efforts, this is likely not fixable except by building a custom
46 libcairo for win32).
47 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
48- the binding editor should have a append-record mode or something like that
49- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
50 and add column titles (also for other tables like inventory and bindings)
51- sliders do not change size after reconfigure.
52- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
53- investigate fill widget option.
54- win32, fow_tetxure sometimes nukes other textures
55 (mostly fixed, but still there: displays list and texture uploads do not go well together)
56- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
57- completer should know more about arguments, e.g. cast summon pet monster, 63- completer should know more about arguments, e.g. cast summon pet monster,
58 or that some commands do not take arguments ("drop all"). 64 or that some commands do not take arguments ("drop all").
59- textview should not snap to bottom on resize. 65- sliders do not change size after reconfigure.
60- alt+cursor == diagonal 66- enter runmode when cursor-key repeats (maybe not?)
61- look into extendedmapinfo
62- save only dirty cached maps, and save dirty maps != current map
63- try to synchronize local animation speed with server updates to save on screen refreshes.
64- player list from server for tell etc. commands
65- examine etc., should use extendeddrawinfo or sth. similar
66- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
67- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
68- performance: use texture collections for upstream server data instead if gobs 68- performance: use texture collections for upstream server data instead if gobs
69 of small textures. 69 of small textures.
70- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 70- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
71 affect neighbouring visible pixels (border bleeding).
72- pango fontsize measure and decrease to achieve real pixel height
73 71
74TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
75- palyer peaceful setting should be independen of game peaceful setting 74- palyer peaceful setting should be independen of game peaceful setting
76 (i.e. one should be able to become hostile against guards but still 75 (i.e. one should be able to become hostile against guards but still
77 be peaceful - the palyer peaceful would be toggled by priests and shown 76 be peaceful - the palyer peaceful would be toggled by priests and shown
78 in who, the game peaceful steting would be toggled by the peaceful command 77 in who, the game peaceful steting would be toggled by the peaceful command
79 but not otherwise shown). 78 but not otherwise shown).
80- pippij wants playerstealing to work between hostile players
81- attempt_jump tries to kick jumped-into monster,s but doesn't work 79- attempt_jump tries to kick jumped-into monster,s but doesn't work
82- 1) If you hide, and someone can see you trying to hide, you'll get a 80- 1) If you hide, and someone can see you trying to hide, you'll get a
83 message, even when you can't see that other person. 81 message, even when you can't see that other person.
84- 2) hiding exp is always 1, independant of how difficult it is to hide 82- 2) hiding exp is always 1, independant of how difficult it is to hide
85- 3) jumping into monsters does no damage, even though it's supposed to 83- 3) jumping into monsters does no damage, even though it's supposed to
86 be an attack (mentioned before). You also get no exp for this 84 be an attack (mentioned before). You also get no exp for this
87- 10) (feature request): bug/typo/idea commands to automatically log 85- 10) (feature request): bug/typo/idea commands to automatically log
88 your comments, with the mentioning of the current map (and perhaps an 86 your comments, with the mentioning of the current map (and perhaps an
89 item, if you do 'bug <item>'). 87 item, if you do 'bug <item>').
90 88
91set_face 4783 => 70 89
92libpng warning: Ignoring gAMA chunk with gamma=0 90 #TODO#d# display texture cache
93allocating id 71 91 {
94OK 92 glEnable GL_TEXTURE_2D;
95set_face 4782 => 71 93 glBindTexture GL_TEXTURE_2D, 41;
96libpng warning: Ignoring gAMA chunk with gamma=0 94 glColor 1, 1, 1, 1;
97allocating id 72 95 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
98OK 96 glEnable GL_BLEND;
99set_face 4781 => 72 97 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
100libpng warning: Ignoring gAMA chunk with gamma=0 98 glBegin GL_QUADS;
101allocating id 73 99 glTexCoord 0,1; glVertex 0,0;
102OK 100 glTexCoord 1,1; glVertex 255,0;
103set_face 4784 => 73 101 glTexCoord 1,0; glVertex 255,255;
104libpng warning: Ignoring gAMA chunk with gamma=0 102 glTexCoord 0,0; glVertex 0,255;
103 glEnd;
104 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D;
106 }
105 107
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. 108 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.
107 /*first pass*/ 109 /*first pass*/
108 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 110 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
109 glDepthMask(FALSE); /*disable Z buffer*/ 111 glDepthMask(FALSE); /*disable Z buffer*/

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