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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 1.265 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- IMPORTANT: running over or pickung up large stacks is etxremely slow.
17- IMPORTANT: bind to key should always be verbose (DONE)
18 (elmex: what is meant by 'verbose' ?)
19 (^ whats being bound to a key, see other, similar, menu entries?)
20- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
21- IMPORTANT: texture reload not working on scaras machine (maybe now)
22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23- IMPORTANT: discuss topmost menu, minor issues
24 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
16
17- ice in /whalingoutpost/misc/castle1
18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
19- PANGO: create upstream-patch for inclusion into pango
20- SERVER: document ext/mapinfo and cfplus.ext
21- SERVER: memleak like hell: probably event-related? (probably not real)
22- LONG-TERM: party member health etc. status (needs player list, then trivial)
23- LONG-TERM: map landmark labels
24- LONG-TERM: player on map name
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
25should be solved/investitaged before BETA release: 32should be solved/investigated before 1.0 release:
26- binding keys is too complicated in the general case => disucss 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
27- 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 *?
28- maybe support mb4/mb5 on selected widgets to facilitate scrolling 35- offer common options such as use_skill sense xxx etc. in inventory via menu?
29 (inventory, spell list, messge log...) => marc 36- buttons should support hovering visually
30- add lmb mouse = cast, mmb2 = invoke or so to spell list. 37- notebooks should provide visual feedback (support from button class?)
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
31- 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
32 initially lists keybidings for gcfclient converts. 42 initially lists keybidings for gcfclient converts.
33- 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?)
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 44
40should be solved/investigated before 1.0 release: 45post-1.0:
41- spell list => scroll down => "Pickup" => scrollbar not updated 46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
42- 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
43 keybindings for this modifier? 48 affect neighbouring visible pixels (border bleeding).
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 49- player list from server for tell etc. commands
45- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
46- 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?)
50 (despite horrendous efforts, this is likely not fixable except by building a custom
51 libcairo for win32).
52 (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, 50- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
64- textview should not snap to bottom on resize. 52- enter runmode when cursor-key repeats (maybe not?)
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.). 53- 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 54- performance: use texture collections for upstream server data instead if gobs
74 of small textures. 55 of small textures.
75- 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
76 affect neighbouring visible pixels (border bleeding).
77- pango fontsize measure and decrease to achieve real pixel height
78 57
79TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
59- 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 60- palyer peaceful setting should be independen of game peaceful setting
81 (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
82 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
83 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
84 but not otherwise shown). 64 but not otherwise shown).
85- pippij wants playerstealing to work between hostile players
86- 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
87- 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
88 message, even when you can't see that other person. 67 message, even when you can't see that other person.
89- 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
90- 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
91 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
92- 10) (feature request): bug/typo/idea commands to automatically log
93 your comments, with the mentioning of the current map (and perhaps an
94 item, if you do 'bug <item>').
95 71
96set_face 4783 => 70 72
97libpng warning: Ignoring gAMA chunk with gamma=0 73 #TODO#d# display texture cache
98allocating id 71 74 {
99OK 75 glEnable GL_TEXTURE_2D;
100set_face 4782 => 71 76 glBindTexture GL_TEXTURE_2D, 41;
101libpng warning: Ignoring gAMA chunk with gamma=0 77 glColor 1, 1, 1, 1;
102allocating id 72 78 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103OK 79 glEnable GL_BLEND;
104set_face 4781 => 72 80 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105libpng warning: Ignoring gAMA chunk with gamma=0 81 glBegin GL_QUADS;
106allocating id 73 82 glTexCoord 0,1; glVertex 0,0;
107OK 83 glTexCoord 1,1; glVertex 255,0;
108set_face 4784 => 73 84 glTexCoord 1,0; glVertex 255,255;
109libpng 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 }
110 90
111 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.
112 /*first pass*/ 92 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/ 94 glDepthMask(FALSE); /*disable Z buffer*/

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