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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.178 by elmex, Wed Jun 28 10:37:17 2006 UTC vs.
Revision 1.195 by root, Wed Jul 5 01:53:24 2006 UTC

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- IPORTANT³: server crashes 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12>In the ruins of Narcopin lies the tomb of Aljwaf. 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13... 13 => or maybe using an extra icon for curses/magic items?)
14.. 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15many dangers, great rew< 15 show player weight/max weight in inventory
16- IMPORTANT: running over or pickung up large stacks is etxremely slow. 16 offer common options such as use_skill sense xxx etc. in inventory via menu?
17- IMPORTANT: bind to key should always be verbose (DONE) 17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18 (elmex: what is meant by 'verbose' ?) 18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19 (^ whats being bound to a key, see other, similar, menu entries?) 19- the inventory needs separate scrollbars. unfortunately, that means
20- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?) 20 addign a manual scrollbar to the other panes (skills and spells :()
21- IMPORTANT: texture reload not working on scaras machine (maybe now) 21- notebook should provide a visual feedback (support form button class?)
22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls 22- buttons should support hovering visually
23- IMPORTANT: discuss topmost menu, minor issues 23- skill page in playerbook
24- help window close button
25- floorbox should show currently open container
26- make simple inventory filters: most recently added/changed, normal, only unlocked
27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
28- minor: skill list which shows XP and lets u bind stuff
29- experience
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit)
32- client sometimes crashes on Mapmenu=>Toggle autopickup
33- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
24 34
25should be solved/investitaged before BETA release: 35should be solved/investigated before 1.0 release:
26- binding keys is too complicated in the general case => disucss 36- NPC dialog box should have close button which finishes the dialog
27- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 37- mapmap (overview) - scroll visible area by clicking/dragging
38- binding window and editor layout broken for long recordings => use scroller
39- maybe open the help viewer on the first start, or a simple dialog that
40 initially lists keybidings for gcfclient converts.
28- maybe support mb4/mb5 on selected widgets to facilitate scrolling 41- maybe support mb4/mb5 on selected widgets to facilitate scrolling
29 (inventory, spell list, messge log...) => marc 42 (inventory, spell list, messge log...) => marc
30- add lmb mouse = cast, mmb2 = invoke or so to spell list. 43- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
31- maybe open the help viewer on the first start, or a simple dialog that 44- but fullscreen => minimize (alt-esc) => no way to go back [windows]
32 initially lists keybidings for gcfclient converts.
33- binding window and editor layout broken for long recordings
34- minor: skill list which shows XP and lets u bind stuff
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit)
37- mapmap (overview) - scroll visible area by clicking/dragging
38- maybe move window managing functionality into toplevel: better window management (graphical feedback)
39
40should be solved/investigated before 1.0 release:
41- spell list => scroll down => "Pickup" => scrollbar not updated 45- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing 46- what happened to the dialog being shown when modifiers are pressed, showing
43 keybindings for this modifier? 47 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 48- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 49
50post-1.0:
51- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
52 (maybe sth. else causes the slowness, such as database?)
53- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
54- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
55 affect neighbouring visible pixels (border bleeding).
56- examine etc., should use extendeddrawinfo or sth. similar
57- player list from server for tell etc. commands
58- save only dirty cached maps, and save dirty maps != current map
59- look into extendedmapinfo
60- completer should know more about arguments, e.g. cast summon pet monster,
61 or that some commands do not take arguments ("drop all").
62- sliders do not change size after reconfigure.
46- enter runmode when cursor-key repeats (maybe not?) 63- enter runmode when cursor-key repeats (maybe not?)
47- better focus management: put focus onto active windows, remove it again later
48 (mainly to speed up gui interaction when map isn't important).
49- cairo/win32 looks like shit (premultiplied alpha bug?) 64- cairo/win32 looks like shit (premultiplied alpha bug?)
50 (despite horrendous efforts, this is likely not fixable except by building a custom 65 (despite horrendous efforts, this is likely not fixable except by building a custom
51 libcairo for win32). 66 libcairo for win32).
52 (update: disabled antialiasing, this looks bad, but much better than antialiasing) 67 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
53- the binding editor should have a append-record mode or something like that
54- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
55 and add column titles (also for other tables like inventory and bindings)
56- sliders do not change size after reconfigure.
57- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
58- investigate fill widget option.
59- win32, fow_tetxure sometimes nukes other textures
60 (mostly fixed, but still there: displays list and texture uploads do not go well together)
61- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
62- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all").
64- textview should not snap to bottom on resize.
65- alt+cursor == diagonal
66- look into extendedmapinfo
67- save only dirty cached maps, and save dirty maps != current map
68- try to synchronize local animation speed with server updates to save on screen refreshes.
69- player list from server for tell etc. commands
70- examine etc., should use extendeddrawinfo or sth. similar
71- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 68- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
72- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
73- performance: use texture collections for upstream server data instead if gobs 69- performance: use texture collections for upstream server data instead if gobs
74 of small textures. 70 of small textures.
75- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
76 affect neighbouring visible pixels (border bleeding).
77- pango fontsize measure and decrease to achieve real pixel height
78 71
79TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
80- palyer peaceful setting should be independen of game peaceful setting 74- palyer peaceful setting should be independen of game peaceful setting
81 (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
82 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
83 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
84 but not otherwise shown). 78 but not otherwise shown).
90- 3) jumping into monsters does no damage, even though it's supposed to 84- 3) jumping into monsters does no damage, even though it's supposed to
91 be an attack (mentioned before). You also get no exp for this 85 be an attack (mentioned before). You also get no exp for this
92- 10) (feature request): bug/typo/idea commands to automatically log 86- 10) (feature request): bug/typo/idea commands to automatically log
93 your comments, with the mentioning of the current map (and perhaps an 87 your comments, with the mentioning of the current map (and perhaps an
94 item, if you do 'bug <item>'). 88 item, if you do 'bug <item>').
89
90
91 #TODO#d# display texture cache
92 {
93 glEnable GL_TEXTURE_2D;
94 glBindTexture GL_TEXTURE_2D, 41;
95 glColor 1, 1, 1, 1;
96 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
97 glEnable GL_BLEND;
98 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
99 glBegin GL_QUADS;
100 glTexCoord 0,1; glVertex 0,0;
101 glTexCoord 1,1; glVertex 255,0;
102 glTexCoord 1,0; glVertex 255,255;
103 glTexCoord 0,0; glVertex 0,255;
104 glEnd;
105 glDisable GL_BLEND;
106 glDisable GL_TEXTURE_2D;
107 }
95 108
96set_face 4783 => 70 109set_face 4783 => 70
97libpng warning: Ignoring gAMA chunk with gamma=0 110libpng warning: Ignoring gAMA chunk with gamma=0
98allocating id 71 111allocating id 71
99OK 112OK

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