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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.180 by root, Wed Jun 28 21:17:01 2006 UTC vs.
Revision 1.254 by root, Tue Jan 9 22:51:11 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- ganondorf wants the complete to grow, never shrink
712:17 <@schmorp> will have to do that for gce too 9- keypad-enter does not do the same as return in text entries
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 10
11- IPORTANT³: server crashes 11- ice in /whalingoutpost/misc/castle1
12>In the ruins of Narcopin lies the tomb of Aljwaf. 12 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13... 13- PANGO: create upstream-patch for inclusion into pango
14.. 14- SERVER: document ext/mapinfo and cfplus.ext
15many dangers, great rew< 15- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: running over or pickung up large stacks is etxremely slow. 16- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?) 17- LONG-TERM: map landmark labels
18- IMPORTANT: texture reload not working on scaras machine (maybe now) 18- LONG-TERM: player on map name
19 tetxure reload works. but fullscreen => minimize => no way to go back
20- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
21- IMPORTANT: discuss topmost menu, minor issues
22 19
20- player speed is only shown as current, not unencumbered max as in gcfclient
21- IMPORTANT: stats during item creation == crash? (reported by Grak)
22- IMPORTANT: server-protocol/upgrade etc.
23- IMPORTANT: good installation instructions/problem faq.
24- IMPORTANT: database creation parameters borked - fix and find upgrad epath
25- FEATURE: beside the floorbox, have a recent inventory items box
26- fix the pod referencing - L<glossary/space> does not get you anywhere.
27 * possibly look into auto-marking (wiki-style) certain key sequences.
28
23should be solved/investitaged before BETA release: 29should be solved/investigated before 1.0 release:
24- floorbox should show currently open container 30- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
25- make simple inventory filters: most recently added/changed, normal, only unlocked 31- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
32- when in history "mode", completer cannot access completions at all
26- binding keys is too complicated in the general case => disucss 33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 34- offer common options such as use_skill sense xxx etc. in inventory via menu?
28- maybe support mb4/mb5 on selected widgets to facilitate scrolling 35- buttons should support hovering visually
29 (inventory, spell list, messge log...) => marc 36- notebooks should provide visual feedback (support from button class?)
30- add lmb mouse = cast, mmb2 = invoke or so to spell list. 37- floorbox out-of-screen after resizing (schmorp)
38- identify inventory hover slowness and fix it (schmorp)
39- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
40- playerbook/skills should have sensible tooltips with skill descriptions
41- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
42- mapmap (overview) - scroll visible area by clicking/dragging
43- binding window and editor layout broken for long recordings => use scroller
31- maybe open the help viewer on the first start, or a simple dialog that 44- maybe open the help viewer on the first start, or a simple dialog that
32 initially lists keybidings for gcfclient converts. 45 initially lists keybidings for gcfclient converts.
33- binding window and editor layout broken for long recordings 46- 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 47- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier?
49
50post-1.0:
35- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 51- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
36 (after starting, press quit) 52 (after starting, press quit)
37- mapmap (overview) - scroll visible area by clicking/dragging 53- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
38- maybe move window managing functionality into toplevel: better window management (graphical feedback) 54- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
39 55 affect neighbouring visible pixels (border bleeding).
40should be solved/investigated before 1.0 release: 56- examine etc., should use extendeddrawinfo or sth. similar
41- spell list => scroll down => "Pickup" => scrollbar not updated 57- player list from server for tell etc. commands
42- what happened to the dialog being shown when modifiera are pressed, showing 58- save only dirty cached maps, and save dirty maps != current map
43 keybindings for this modifier? 59- look into extendedmapinfo
44- 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
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, 60- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all"). 61 or that some commands do not take arguments ("drop all").
64- textview should not snap to bottom on resize. 62- sliders do not change size after reconfigure.
65- alt+cursor == diagonal 63- enter runmode when cursor-key repeats (maybe not?)
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.). 64- 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 65- performance: use texture collections for upstream server data instead if gobs
74 of small textures. 66 of small textures.
75- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 67- 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 68
79TEMPORARY SERVER TODO: 69TEMPORARY SERVER TODO:
70- 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 71- palyer peaceful setting should be independen of game peaceful setting
81 (i.e. one should be able to become hostile against guards but still 72 (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 73 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 74 in who, the game peaceful steting would be toggled by the peaceful command
84 but not otherwise shown). 75 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 76- 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 77- 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. 78 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 79- 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 80- 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 81 be an attack (mentioned before). You also get no exp for this
92- 10) (feature request): bug/typo/idea commands to automatically log 82- 10) (feature request): bug/typo/idea commands to automatically log
93 your comments, with the mentioning of the current map (and perhaps an 83 your comments, with the mentioning of the current map (and perhaps an
94 item, if you do 'bug <item>'). 84 item, if you do 'bug <item>').
95 85
96set_face 4783 => 70 86
97libpng warning: Ignoring gAMA chunk with gamma=0 87 #TODO#d# display texture cache
98allocating id 71 88 {
99OK 89 glEnable GL_TEXTURE_2D;
100set_face 4782 => 71 90 glBindTexture GL_TEXTURE_2D, 41;
101libpng warning: Ignoring gAMA chunk with gamma=0 91 glColor 1, 1, 1, 1;
102allocating id 72 92 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
103OK 93 glEnable GL_BLEND;
104set_face 4781 => 72 94 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
105libpng warning: Ignoring gAMA chunk with gamma=0 95 glBegin GL_QUADS;
106allocating id 73 96 glTexCoord 0,1; glVertex 0,0;
107OK 97 glTexCoord 1,1; glVertex 255,0;
108set_face 4784 => 73 98 glTexCoord 1,0; glVertex 255,255;
109libpng warning: Ignoring gAMA chunk with gamma=0 99 glTexCoord 0,0; glVertex 0,255;
100 glEnd;
101 glDisable GL_BLEND;
102 glDisable GL_TEXTURE_2D;
103 }
110 104
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. 105 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*/ 106 /*first pass*/
113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 107 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
114 glDepthMask(FALSE); /*disable Z buffer*/ 108 glDepthMask(FALSE); /*disable Z buffer*/

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