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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.194 by root, Wed Jul 5 00:23:06 2006 UTC vs.
Revision 1.247 by root, Mon Nov 20 16:41:46 2006 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
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 5
612:17 <@schmorp> i do list all libs manually for pclient 6- PANGO: create upstream-patch for inclusion into pango
712:17 <@schmorp> will have to do that for gce too 7- SERVER: document ext/mapinfo and cfplus.ext
812:17 <@schmorp> remind me of it 8- SERVER: memleak like hell: probably event-related? (probably not real)
912:17 <@schmorp> qwhen i next bundle it 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name
10 12
11- IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579. 13- IMPORTANT: server-protocol/upgrade etc.
12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 14- IMPORTANT: good installation instructions/problem faq.
13 => either using bg attribute, or something else. neither way is currently implementable, imho 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14 => or maybe using an extra icon for curses/magic items?) 16- FEATURE: beside the floorbox, have a recent inventory items box
15 maybe drag&drop, otherwise two containers side-by-side makes little sense. 17- fix the pod referencing - L<glossary/space> does not get you anywhere.
16 show player weight/max weight in inventory 18 * possibly look into auto-marking (wiki-style) certain key sequences.
17 offer common options such as use_skill sense xxx etc. in inventory via menu? 19
18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not 20should be solved/investigated before 1.0 release:
19- notebook should provide a visual feedback (support form button class?) 21- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
20- IMPORTANT: store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) 22- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
21- skill page in playerbook 23- when in history "mode", completer cannot access completions at all
22- enable autopickup/disable in right-click menĂ¼ for map
23- help window close button
24- floorbox should show currently open container
25- make simple inventory filters: most recently added/changed, normal, only unlocked
26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! 24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- minor: skill list which shows XP and lets u bind stuff 25- offer common options such as use_skill sense xxx etc. in inventory via menu?
26- buttons should support hovering visually
27- notebooks should provide visual feedback (support from button class?)
28- floorbox out-of-screen after resizing (schmorp)
29- identify inventory hover slowness and fix it (schmorp)
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31- playerbook/skills should have sensible tooltips with skill descriptions
32- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
33- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings => use scroller
35- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts.
37- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
38- what happened to the dialog being shown when modifiers are pressed, showing
39 keybindings for this modifier?
40
41post-1.0:
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, press quit) 43 (after starting, press quit)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
31
32should be solved/investigated before 1.0 release:
33- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings
35- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts.
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
40- but fullscreen => minimize (alt-esc) => no way to go back [windows]
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45
46post-1.0:
47- currently the font texture cache lacks "memory" (see texcache.c:tc_put) 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49 affect neighbouring visible pixels (border bleeding). 46 affect neighbouring visible pixels (border bleeding).
50- examine etc., should use extendeddrawinfo or sth. similar 47- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands 48- player list from server for tell etc. commands
52- save only dirty cached maps, and save dirty maps != current map 49- save only dirty cached maps, and save dirty maps != current map
53- look into extendedmapinfo 50- look into extendedmapinfo
54- completer should know more about arguments, e.g. cast summon pet monster, 51- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all"). 52 or that some commands do not take arguments ("drop all").
56- sliders do not change size after reconfigure. 53- sliders do not change size after reconfigure.
57- enter runmode when cursor-key repeats (maybe not?) 54- enter runmode when cursor-key repeats (maybe not?)
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- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63- performance: use texture collections for upstream server data instead if gobs 56- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 57 of small textures.
58- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
65 59
66TEMPORARY SERVER TODO: 60TEMPORARY SERVER TODO:
67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 61- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting 62- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 63 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown 64 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command 65 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown). 66 but not otherwise shown).
73- pippij wants playerstealing to work between hostile players
74- attempt_jump tries to kick jumped-into monster,s but doesn't work 67- attempt_jump tries to kick jumped-into monster,s but doesn't work
75- 1) If you hide, and someone can see you trying to hide, you'll get a 68- 1) If you hide, and someone can see you trying to hide, you'll get a
76 message, even when you can't see that other person. 69 message, even when you can't see that other person.
77- 2) hiding exp is always 1, independant of how difficult it is to hide 70- 2) hiding exp is always 1, independant of how difficult it is to hide
78- 3) jumping into monsters does no damage, even though it's supposed to 71- 3) jumping into monsters does no damage, even though it's supposed to
98 glEnd; 91 glEnd;
99 glDisable GL_BLEND; 92 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D; 93 glDisable GL_TEXTURE_2D;
101 } 94 }
102 95
103set_face 4783 => 70
104libpng warning: Ignoring gAMA chunk with gamma=0
105allocating id 71
106OK
107set_face 4782 => 71
108libpng warning: Ignoring gAMA chunk with gamma=0
109allocating id 72
110OK
111set_face 4781 => 72
112libpng warning: Ignoring gAMA chunk with gamma=0
113allocating id 73
114OK
115set_face 4784 => 73
116libpng warning: Ignoring gAMA chunk with gamma=0
117
118 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. 96 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.
119 /*first pass*/ 97 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 98 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/ 99 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency) 100 if (premultpliedTransparency)

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