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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.176 by elmex, Wed Jun 28 09:42:39 2006 UTC vs.
Revision 1.264 by root, Wed Aug 22 21:40:43 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- improve smoothing implementation to be cleaner and more efficient.
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- automccompleter should vanish when its losing focus
12>In the ruins of Narcopin lies the tomb of Aljwaf. 11- allow inventory window to be stacked vertically, maybe?
13... 12- ganondorf wants the completer to grow, never shrink
14.. 13- keypad-enter does not do the same as return in text entries
15many dangers, great rew<
16- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client
17 crashe son every startup.
18- IMPORTANT: running over or pickung up large stacks is etxremely slow.
19- IMPORTANT: bind to key should always be verbose (DONE)
20 (elmex: what is meant by 'verbose' ?)
21 (^ whats being bound to a key, see other, similar, menu entries?)
22- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
23 (documenting as found: the binding window is behind other windows, since it forcefully grabs focus,
24 - it should always be topmost (z => 1000 or so)
25- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
26 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
27- IMPORTANT: texture reload not working on scaras machine (maybe now)
28- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
29- IMPORTANT: discuss topmost menu, minor issues
30 14
15- ice in /whalingoutpost/misc/castle1
16 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
17- PANGO: create upstream-patch for inclusion into pango
18- SERVER: document ext/mapinfo and cfplus.ext
19- SERVER: memleak like hell: probably event-related? (probably not real)
20- LONG-TERM: party member health etc. status (needs player list, then trivial)
21- LONG-TERM: map landmark labels
22- LONG-TERM: player on map name
23
24- player speed is only shown as current, not unencumbered max as in gcfclient
25- IMPORTANT: stats during item creation == crash? (reported by Grak)
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
31should be solved/investitaged before BETA release: 30should be solved/investigated before 1.0 release:
32- binding keys is too complicated in the general case => disucss 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
33- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
34- the binding dialog is sometimes behind all windows 33- offer common options such as use_skill sense xxx etc. in inventory via menu?
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling 34- buttons should support hovering visually
36 (inventory, spell list, messge log...) => marc 35- notebooks should provide visual feedback (support from button class?)
37- add lmb mouse = cast, mmb2 = invoke or so to spell list. 36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe open the help viewer on the first start, or a simple dialog that 39- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts. 40 initially lists keybidings for gcfclient converts.
40- binding window and editor layout broken for long recordings 41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
41- minor: skill list which shows XP and lets u bind stuff
42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
43 (after starting, press quit)
44- mapmap (overview) - scroll visible area by clicking/dragging
45- maybe move window managing functionality into toplevel: better window management (graphical feedback)
46- the player weight somehow updates strangely when dropping/picking up
47 (update: is this still the case?)
48 42
49should be solved/investigated before 1.0 release: 43post-1.0:
50- spell list => scroll down => "Pickup" => scrollbar not updated 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
51- what happened to the dialog being shown when modifiera are pressed, showing 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
52 keybindings for this modifier? 46 affect neighbouring visible pixels (border bleeding).
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 47- player list from server for tell etc. commands
54- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
55- enter runmode when cursor-key repeats (maybe not?)
56- better focus management: put focus onto active windows, remove it again later
57 (mainly to speed up gui interaction when map isn't important).
58- cairo/win32 looks like shit (premultiplied alpha bug?)
59 (despite horrendous efforts, this is likely not fixable except by building a custom
60 libcairo for win32).
61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
62- the binding editor should have a append-record mode or something like that
63- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
64 and add column titles (also for other tables like inventory and bindings)
65- sliders do not change size after reconfigure.
66- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
67- investigate fill widget option.
68- win32, fow_tetxure sometimes nukes other textures
69 (mostly fixed, but still there: displays list and texture uploads do not go well together)
70- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
71- completer should know more about arguments, e.g. cast summon pet monster, 48- completer should know more about arguments, e.g. cast summon pet monster,
72 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
73- textview should not snap to bottom on resize. 50- enter runmode when cursor-key repeats (maybe not?)
74- alt+cursor == diagonal
75- look into extendedmapinfo
76- save only dirty cached maps, and save dirty maps != current map
77- try to synchronize local animation speed with server updates to save on screen refreshes.
78- player list from server for tell etc. commands
79- examine etc., should use extendeddrawinfo or sth. similar
80- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 51- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
81- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
82- performance: use texture collections for upstream server data instead if gobs 52- performance: use texture collections for upstream server data instead if gobs
83 of small textures. 53 of small textures.
84- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 54- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
85 affect neighbouring visible pixels (border bleeding).
86- pango fontsize measure and decrease to achieve real pixel height
87 55
88TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
57- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
89- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
90 (i.e. one should be able to become hostile against guards but still 59 (i.e. one should be able to become hostile against guards but still
91 be peaceful - the palyer peaceful would be toggled by priests and shown 60 be peaceful - the palyer peaceful would be toggled by priests and shown
92 in who, the game peaceful steting would be toggled by the peaceful command 61 in who, the game peaceful steting would be toggled by the peaceful command
93 but not otherwise shown). 62 but not otherwise shown).
94- pippij wants playerstealing to work between hostile players
95- attempt_jump tries to kick jumped-into monster,s but doesn't work 63- attempt_jump tries to kick jumped-into monster,s but doesn't work
96- 1) If you hide, and someone can see you trying to hide, you'll get a 64- 1) If you hide, and someone can see you trying to hide, you'll get a
97 message, even when you can't see that other person. 65 message, even when you can't see that other person.
98- 2) hiding exp is always 1, independant of how difficult it is to hide 66- 2) hiding exp is always 1, independant of how difficult it is to hide
99- 3) jumping into monsters does no damage, even though it's supposed to 67- 3) jumping into monsters does no damage, even though it's supposed to
100 be an attack (mentioned before). You also get no exp for this 68 be an attack (mentioned before). You also get no exp for this
101- 10) (feature request): bug/typo/idea commands to automatically log
102 your comments, with the mentioning of the current map (and perhaps an
103 item, if you do 'bug <item>').
104 69
105set_face 4783 => 70 70
106libpng warning: Ignoring gAMA chunk with gamma=0 71 #TODO#d# display texture cache
107allocating id 71 72 {
108OK 73 glEnable GL_TEXTURE_2D;
109set_face 4782 => 71 74 glBindTexture GL_TEXTURE_2D, 41;
110libpng warning: Ignoring gAMA chunk with gamma=0 75 glColor 1, 1, 1, 1;
111allocating id 72 76 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
112OK 77 glEnable GL_BLEND;
113set_face 4781 => 72 78 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
114libpng warning: Ignoring gAMA chunk with gamma=0 79 glBegin GL_QUADS;
115allocating id 73 80 glTexCoord 0,1; glVertex 0,0;
116OK 81 glTexCoord 1,1; glVertex 255,0;
117set_face 4784 => 73 82 glTexCoord 1,0; glVertex 255,255;
118libpng warning: Ignoring gAMA chunk with gamma=0 83 glTexCoord 0,0; glVertex 0,255;
84 glEnd;
85 glDisable GL_BLEND;
86 glDisable GL_TEXTURE_2D;
87 }
119 88
120 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. 89 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.
121 /*first pass*/ 90 /*first pass*/
122 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/ 92 glDepthMask(FALSE); /*disable Z buffer*/

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