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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.196 by root, Wed Jul 5 02:16:49 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: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 13- IMPORTANT: server-protocol/upgrade etc.
12 => either using bg attribute, or something else. neither way is currently implementable, imho 14- IMPORTANT: good installation instructions/problem faq.
13 => or maybe using an extra icon for curses/magic items?) 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14 maybe drag&drop, otherwise two containers side-by-side makes little sense. 16- FEATURE: beside the floorbox, have a recent inventory items box
15 show player weight/max weight in inventory 17- fix the pod referencing - L<glossary/space> does not get you anywhere.
16 offer common options such as use_skill sense xxx etc. in inventory via menu? 18 * possibly look into auto-marking (wiki-style) certain key sequences.
17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- the inventory needs separate scrollbars. unfortunately, that means
20 addign a manual scrollbar to the other panes (skills and spells :()
21- notebook should provide a visual feedback (support form button class?)
22- buttons should support hovering visually
23- experience change messages should include skill experience
24- skill page in playerbook
25- help window close button
26- floorbox should show currently open container
27- make simple inventory filters: most recently added/changed, normal, only unlocked
28- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
29- minor: skill list which shows XP and lets u bind stuff
30- experience
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit)
33- client sometimes crashes on Mapmenu=>Toggle autopickup
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
35 19
36should be solved/investigated before 1.0 release: 20should be solved/investigated before 1.0 release:
37- NPC dialog box should have close button which finishes the dialog 21- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
22- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
23- when in history "mode", completer cannot access completions at all
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
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)
38- mapmap (overview) - scroll visible area by clicking/dragging 33- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller 34- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that 35- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts. 36 initially lists keybidings for gcfclient converts.
42- maybe support mb4/mb5 on selected widgets to facilitate scrolling
43 (inventory, spell list, messge log...) => marc
44- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 37- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
45- but fullscreen => minimize (alt-esc) => no way to go back [windows]
46- spell list => scroll down => "Pickup" => scrollbar not updated
47- what happened to the dialog being shown when modifiers are pressed, showing 38- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier? 39 keybindings for this modifier?
49- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
50 40
51post-1.0: 41post-1.0:
52- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
53 (maybe sth. else causes the slowness, such as database?) 43 (after starting, press quit)
54- 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)
55- 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
56 affect neighbouring visible pixels (border bleeding). 46 affect neighbouring visible pixels (border bleeding).
57- examine etc., should use extendeddrawinfo or sth. similar 47- examine etc., should use extendeddrawinfo or sth. similar
58- player list from server for tell etc. commands 48- player list from server for tell etc. commands
59- save only dirty cached maps, and save dirty maps != current map 49- save only dirty cached maps, and save dirty maps != current map
60- look into extendedmapinfo 50- look into extendedmapinfo
61- 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,
62 or that some commands do not take arguments ("drop all"). 52 or that some commands do not take arguments ("drop all").
63- sliders do not change size after reconfigure. 53- sliders do not change size after reconfigure.
64- enter runmode when cursor-key repeats (maybe not?) 54- enter runmode when cursor-key repeats (maybe not?)
65- cairo/win32 looks like shit (premultiplied alpha bug?)
66 (despite horrendous efforts, this is likely not fixable except by building a custom
67 libcairo for win32).
68 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
69- 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.).
70- performance: use texture collections for upstream server data instead if gobs 56- performance: use texture collections for upstream server data instead if gobs
71 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
72 59
73TEMPORARY SERVER TODO: 60TEMPORARY SERVER TODO:
74- 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 :)
75- palyer peaceful setting should be independen of game peaceful setting 62- palyer peaceful setting should be independen of game peaceful setting
76 (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
77 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
78 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
79 but not otherwise shown). 66 but not otherwise shown).
80- pippij wants playerstealing to work between hostile players
81- 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
82- 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
83 message, even when you can't see that other person. 69 message, even when you can't see that other person.
84- 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
85- 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
105 glEnd; 91 glEnd;
106 glDisable GL_BLEND; 92 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D; 93 glDisable GL_TEXTURE_2D;
108 } 94 }
109 95
110set_face 4783 => 70
111libpng warning: Ignoring gAMA chunk with gamma=0
112allocating id 71
113OK
114set_face 4782 => 71
115libpng warning: Ignoring gAMA chunk with gamma=0
116allocating id 72
117OK
118set_face 4781 => 72
119libpng warning: Ignoring gAMA chunk with gamma=0
120allocating id 73
121OK
122set_face 4784 => 73
123libpng warning: Ignoring gAMA chunk with gamma=0
124
125 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.
126 /*first pass*/ 97 /*first pass*/
127 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 98 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/ 99 glDepthMask(FALSE); /*disable Z buffer*/
129 if (premultpliedTransparency) 100 if (premultpliedTransparency)

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