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 1.175 by root, Mon Jun 26 21:59:03 2006 UTC vs.
Revision 1.265 by root, Sat Oct 20 05:35:28 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* have ctrl=run, shift=fire indicatords somewhere, so people can find out about this feature
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- IPORTANT³: server crashes 10- improve smoothing implementation to be cleaner and more efficient.
12>In the ruins of Narcopin lies the tomb of Aljwaf.
13...
14..
15many dangers, great rew<
16 11
12- automccompleter should vanish when its losing focus
13- allow inventory window to be stacked vertically, maybe?
14- ganondorf wants the completer to grow, never shrink
15- keypad-enter does not do the same as return in text entries
17 16
18- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client 17- ice in /whalingoutpost/misc/castle1
19 crashe son every startup. 18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
20- IMPORTANT: running over or pickung up large stacks is etxremely slow. 19- PANGO: create upstream-patch for inclusion into pango
21- IMPORTANT: bind to key should always be verbose (DONE) 20- SERVER: document ext/mapinfo and cfplus.ext
22 (elmex: what is meant by 'verbose' ?) 21- SERVER: memleak like hell: probably event-related? (probably not real)
23 (^ whats being bound to a key, see other, similar, menu entries?) 22- LONG-TERM: party member health etc. status (needs player list, then trivial)
24- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?) 23- LONG-TERM: map landmark labels
25 (documenting as found: the binding window is behind other windows, since it forcefully grabs focus, 24- LONG-TERM: player on map name
26 - it should always be topmost (z => 1000 or so)
27- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
28 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
29- IMPORTANT: texture reload not working on scaras machine (maybe now)
30- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
31- IMPORTANT: discuss topmost menu, minor issues
32 25
26- player speed is only shown as current, not unencumbered max as in gcfclient
27- IMPORTANT: stats during item creation == crash? (reported by Grak)
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
33should be solved/investitaged before BETA release: 32should be solved/investigated before 1.0 release:
34- binding keys is too complicated in the general case => disucss 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
35- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
36- the binding dialog is sometimes behind all windows 35- offer common options such as use_skill sense xxx etc. in inventory via menu?
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling 36- buttons should support hovering visually
38 (inventory, spell list, messge log...) => marc 37- notebooks should provide visual feedback (support from button class?)
39- add lmb mouse = cast, mmb2 = invoke or so to spell list. 38- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
40- mapmap (overview) - scroll visible area by clicking/dragging
40- maybe open the help viewer on the first start, or a simple dialog that 41- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts. 42 initially lists keybidings for gcfclient converts.
42- binding window and editor layout broken for long recordings 43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- minor: skill list which shows XP and lets u bind stuff
44- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
45 (after starting, press quit)
46- mapmap (overview) - scroll visible area by clicking/dragging
47- maybe move window managing functionality into toplevel: better window management (graphical feedback)
48- the player weight somehow updates strangely when dropping/picking up
49 (update: is this still the case?)
50 44
51should be solved/investigated before 1.0 release: 45post-1.0:
52- spell list => scroll down => "Pickup" => scrollbar not updated 46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
53- what happened to the dialog being shown when modifiera are pressed, showing 47- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
54 keybindings for this modifier? 48 affect neighbouring visible pixels (border bleeding).
55- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 49- player list from server for tell etc. commands
56- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
57- enter runmode when cursor-key repeats (maybe not?)
58- better focus management: put focus onto active windows, remove it again later
59 (mainly to speed up gui interaction when map isn't important).
60- cairo/win32 looks like shit (premultiplied alpha bug?)
61 (despite horrendous efforts, this is likely not fixable except by building a custom
62 libcairo for win32).
63 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
64- the binding editor should have a append-record mode or something like that
65- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
66 and add column titles (also for other tables like inventory and bindings)
67- sliders do not change size after reconfigure.
68- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
69- investigate fill widget option.
70- win32, fow_tetxure sometimes nukes other textures
71 (mostly fixed, but still there: displays list and texture uploads do not go well together)
72- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
73- completer should know more about arguments, e.g. cast summon pet monster, 50- completer should know more about arguments, e.g. cast summon pet monster,
74 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
75- textview should not snap to bottom on resize. 52- enter runmode when cursor-key repeats (maybe not?)
76- alt+cursor == diagonal
77- look into extendedmapinfo
78- save only dirty cached maps, and save dirty maps != current map
79- try to synchronize local animation speed with server updates to save on screen refreshes.
80- player list from server for tell etc. commands
81- examine etc., should use extendeddrawinfo or sth. similar
82- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
83- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
84- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
85 of small textures. 55 of small textures.
86- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 56- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
87 affect neighbouring visible pixels (border bleeding).
88- pango fontsize measure and decrease to achieve real pixel height
89 57
90TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
91- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
92 (i.e. one should be able to become hostile against guards but still 61 (i.e. one should be able to become hostile against guards but still
93 be peaceful - the palyer peaceful would be toggled by priests and shown 62 be peaceful - the palyer peaceful would be toggled by priests and shown
94 in who, the game peaceful steting would be toggled by the peaceful command 63 in who, the game peaceful steting would be toggled by the peaceful command
95 but not otherwise shown). 64 but not otherwise shown).
96- pippij wants playerstealing to work between hostile players
97- attempt_jump tries to kick jumped-into monster,s but doesn't work 65- attempt_jump tries to kick jumped-into monster,s but doesn't work
98- 1) If you hide, and someone can see you trying to hide, you'll get a 66- 1) If you hide, and someone can see you trying to hide, you'll get a
99 message, even when you can't see that other person. 67 message, even when you can't see that other person.
100- 2) hiding exp is always 1, independant of how difficult it is to hide 68- 2) hiding exp is always 1, independant of how difficult it is to hide
101- 3) jumping into monsters does no damage, even though it's supposed to 69- 3) jumping into monsters does no damage, even though it's supposed to
102 be an attack (mentioned before). You also get no exp for this 70 be an attack (mentioned before). You also get no exp for this
103- 10) (feature request): bug/typo/idea commands to automatically log
104 your comments, with the mentioning of the current map (and perhaps an
105 item, if you do 'bug <item>').
106 71
107set_face 4783 => 70 72
108libpng warning: Ignoring gAMA chunk with gamma=0 73 #TODO#d# display texture cache
109allocating id 71 74 {
110OK 75 glEnable GL_TEXTURE_2D;
111set_face 4782 => 71 76 glBindTexture GL_TEXTURE_2D, 41;
112libpng warning: Ignoring gAMA chunk with gamma=0 77 glColor 1, 1, 1, 1;
113allocating id 72 78 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
114OK 79 glEnable GL_BLEND;
115set_face 4781 => 72 80 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
116libpng warning: Ignoring gAMA chunk with gamma=0 81 glBegin GL_QUADS;
117allocating id 73 82 glTexCoord 0,1; glVertex 0,0;
118OK 83 glTexCoord 1,1; glVertex 255,0;
119set_face 4784 => 73 84 glTexCoord 1,0; glVertex 255,255;
120libpng warning: Ignoring gAMA chunk with gamma=0 85 glTexCoord 0,0; glVertex 0,255;
86 glEnd;
87 glDisable GL_BLEND;
88 glDisable GL_TEXTURE_2D;
89 }
121 90
122 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. 91 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.
123 /*first pass*/ 92 /*first pass*/
124 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/ 94 glDepthMask(FALSE); /*disable Z buffer*/

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines