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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 1.262 by root, Tue Aug 21 11:39:16 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- tooltips for experience widgets
712:17 <@schmorp> will have to do that for gce too 9- show currently selected stat exp too (server support required)
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 10
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. 11- improve smoothing implementation to be cleaner and more efficient.
12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 12
13 => either using bg attribute, or something else. neither way is currently implementable, imho 13- automccompleter should vanish when its losing focus
14 => or maybe using an extra icon for curses/magic items?) 14- allow inventory window to be stacked vertically, maybe?
15 maybe drag&drop, otherwise two containers side-by-side makes little sense. 15- ganondorf wants the completer to grow, never shrink
16 show player weight/max weight in inventory 16- keypad-enter does not do the same as return in text entries
17 offer common options such as use_skill sense xxx etc. in inventory via menu? 17
18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not 18- ice in /whalingoutpost/misc/castle1
19- notebook should provide a visual feedback (support form button class?) 19 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
20- IMPORTANT: store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) 20- PANGO: create upstream-patch for inclusion into pango
21- skill page in playerbook 21- SERVER: document ext/mapinfo and cfplus.ext
22- enable autopickup/disable in right-click menĂ¼ for map 22- SERVER: memleak like hell: probably event-related? (probably not real)
23- help window close button 23- LONG-TERM: party member health etc. status (needs player list, then trivial)
24- floorbox should show currently open container 24- LONG-TERM: map landmark labels
25- make simple inventory filters: most recently added/changed, normal, only unlocked 25- LONG-TERM: player on map name
26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! 26
27- minor: skill list which shows XP and lets u bind stuff 27- player speed is only shown as current, not unencumbered max as in gcfclient
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 28- IMPORTANT: stats during item creation == crash? (reported by Grak)
29 (after starting, press quit) 29- FEATURE: beside the floorbox, have a recent inventory items box
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory 30- fix the pod referencing - L<glossary/space> does not get you anywhere.
31 * possibly look into auto-marking (wiki-style) certain key sequences.
31 32
32should be solved/investigated before 1.0 release: 33should be solved/investigated before 1.0 release:
34- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
35- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
36- offer common options such as use_skill sense xxx etc. in inventory via menu?
37- buttons should support hovering visually
38- notebooks should provide visual feedback (support from button class?)
39- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
40- 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 41- 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 42- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts. 43 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?) 44- maybe the top 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 45
46post-1.0: 46post-1.0:
47- currently the font texture cache lacks "memory" (see texcache.c:tc_put) 47- 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 48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49 affect neighbouring visible pixels (border bleeding). 49 affect neighbouring visible pixels (border bleeding).
50- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands 50- player list from server for tell etc. commands
52- save only dirty cached maps, and save dirty maps != current map
53- 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.
57- enter runmode when cursor-key repeats (maybe not?) 53- 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.). 54- 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 55- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 56 of small textures.
57- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
65 58
66TEMPORARY SERVER TODO: 59TEMPORARY SERVER TODO:
67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 60- 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 61- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 62 (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 63 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 64 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown). 65 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 66- 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 67- 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. 68 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 69- 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 70- 3) jumping into monsters does no damage, even though it's supposed to
79 be an attack (mentioned before). You also get no exp for this 71 be an attack (mentioned before). You also get no exp for this
80- 10) (feature request): bug/typo/idea commands to automatically log
81 your comments, with the mentioning of the current map (and perhaps an
82 item, if you do 'bug <item>').
83 72
84 73
85 #TODO#d# display texture cache 74 #TODO#d# display texture cache
86 { 75 {
87 glEnable GL_TEXTURE_2D; 76 glEnable GL_TEXTURE_2D;
97 glTexCoord 0,0; glVertex 0,255; 86 glTexCoord 0,0; glVertex 0,255;
98 glEnd; 87 glEnd;
99 glDisable GL_BLEND; 88 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D; 89 glDisable GL_TEXTURE_2D;
101 } 90 }
102
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 91
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. 92 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*/ 93 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 94 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/ 95 glDepthMask(FALSE); /*disable Z buffer*/

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