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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.195 by root, Wed Jul 5 01:53:24 2006 UTC vs.
Revision 1.263 by root, Wed Aug 22 21:27:13 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
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 9
11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 10- improve smoothing implementation to be cleaner and more efficient.
12 => either using bg attribute, or something else. neither way is currently implementable, imho 11
13 => or maybe using an extra icon for curses/magic items?) 12- automccompleter should vanish when its losing focus
14 maybe drag&drop, otherwise two containers side-by-side makes little sense. 13- allow inventory window to be stacked vertically, maybe?
15 show player weight/max weight in inventory 14- ganondorf wants the completer to grow, never shrink
16 offer common options such as use_skill sense xxx etc. in inventory via menu? 15- keypad-enter does not do the same as return in text entries
17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not 16
18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes 17- ice in /whalingoutpost/misc/castle1
19- the inventory needs separate scrollbars. unfortunately, that means 18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
20 addign a manual scrollbar to the other panes (skills and spells :() 19- PANGO: create upstream-patch for inclusion into pango
21- notebook should provide a visual feedback (support form button class?) 20- SERVER: document ext/mapinfo and cfplus.ext
22- buttons should support hovering visually 21- SERVER: memleak like hell: probably event-related? (probably not real)
23- skill page in playerbook 22- LONG-TERM: party member health etc. status (needs player list, then trivial)
24- help window close button 23- LONG-TERM: map landmark labels
25- floorbox should show currently open container 24- LONG-TERM: player on map name
26- make simple inventory filters: most recently added/changed, normal, only unlocked 25
27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! 26- player speed is only shown as current, not unencumbered max as in gcfclient
28- minor: skill list which shows XP and lets u bind stuff 27- IMPORTANT: stats during item creation == crash? (reported by Grak)
29- experience 28- FEATURE: beside the floorbox, have a recent inventory items box
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 29- fix the pod referencing - L<glossary/space> does not get you anywhere.
31 (after starting, press quit) 30 * possibly look into auto-marking (wiki-style) certain key sequences.
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
34 31
35should be solved/investigated before 1.0 release: 32should be solved/investigated before 1.0 release:
36- NPC dialog box should have close button which finishes the dialog 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
35- offer common options such as use_skill sense xxx etc. in inventory via menu?
36- buttons should support hovering visually
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)
37- mapmap (overview) - scroll visible area by clicking/dragging 40- 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 41- maybe open the help viewer on the first start, or a simple dialog that
40 initially lists keybidings for gcfclient converts. 42 initially lists keybidings for gcfclient converts.
41- maybe support mb4/mb5 on selected widgets to facilitate scrolling
42 (inventory, spell list, messge log...) => marc
43- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
44- but fullscreen => minimize (alt-esc) => no way to go back [windows]
45- spell list => scroll down => "Pickup" => scrollbar not updated
46- what happened to the dialog being shown when modifiers are pressed, showing
47 keybindings for this modifier?
48- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
49 44
50post-1.0: 45post-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) 46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
54- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 47- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
55 affect neighbouring visible pixels (border bleeding). 48 affect neighbouring visible pixels (border bleeding).
56- examine etc., should use extendeddrawinfo or sth. similar
57- player list from server for tell etc. commands 49- 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, 50- completer should know more about arguments, e.g. cast summon pet monster,
61 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
62- sliders do not change size after reconfigure.
63- enter runmode when cursor-key repeats (maybe not?) 52- enter runmode when cursor-key repeats (maybe not?)
64- cairo/win32 looks like shit (premultiplied alpha bug?)
65 (despite horrendous efforts, this is likely not fixable except by building a custom
66 libcairo for win32).
67 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
68- 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.).
69- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
70 of small textures. 55 of small textures.
56- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
71 57
72TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
74- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
75 (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
76 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
77 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
78 but not otherwise shown). 64 but not otherwise shown).
79- pippij wants playerstealing to work between hostile players
80- 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
81- 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
82 message, even when you can't see that other person. 67 message, even when you can't see that other person.
83- 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
84- 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
85 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
86- 10) (feature request): bug/typo/idea commands to automatically log
87 your comments, with the mentioning of the current map (and perhaps an
88 item, if you do 'bug <item>').
89 71
90 72
91 #TODO#d# display texture cache 73 #TODO#d# display texture cache
92 { 74 {
93 glEnable GL_TEXTURE_2D; 75 glEnable GL_TEXTURE_2D;
103 glTexCoord 0,0; glVertex 0,255; 85 glTexCoord 0,0; glVertex 0,255;
104 glEnd; 86 glEnd;
105 glDisable GL_BLEND; 87 glDisable GL_BLEND;
106 glDisable GL_TEXTURE_2D; 88 glDisable GL_TEXTURE_2D;
107 } 89 }
108
109set_face 4783 => 70
110libpng warning: Ignoring gAMA chunk with gamma=0
111allocating id 71
112OK
113set_face 4782 => 71
114libpng warning: Ignoring gAMA chunk with gamma=0
115allocating id 72
116OK
117set_face 4781 => 72
118libpng warning: Ignoring gAMA chunk with gamma=0
119allocating id 73
120OK
121set_face 4784 => 73
122libpng warning: Ignoring gAMA chunk with gamma=0
123 90
124 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.
125 /*first pass*/ 92 /*first pass*/
126 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
127 glDepthMask(FALSE); /*disable Z buffer*/ 94 glDepthMask(FALSE); /*disable Z buffer*/

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