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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.160 by root, Tue Jun 13 17:14:28 2006 UTC vs.
Revision 1.197 by root, Wed Jul 5 02:33:59 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 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: resist_deplete is actulally resist_fear => check also othe rreistancies 11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!)
12- IMPORTANT: recording multiple macros results in only one macro recorded 12 => either using bg attribute, or something else. neither way is currently implementable, imho
13- IMPORTANT: texture reload not working on scaras machine 13 => or maybe using an extra icon for curses/magic items?)
14- IMPORTANT: gauge size adjustment wreaks havoc 14 maybe drag&drop, otherwise two containers side-by-side makes little sense.
15 show player weight/max weight in inventory
16 offer common options such as use_skill sense xxx etc. in inventory via menu?
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- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies)
20- the inventory needs separate scrollbars. unfortunately, that means
21 addign a manual scrollbar to the other panes (skills and spells :()
22- notebook should provide a visual feedback (support form button class?)
23- buttons should support hovering visually
24- experience change messages should include skill experience
25- skill page in playerbook
26- help window close button
27- floorbox should show currently open container
28- make simple inventory filters: most recently added/changed, normal, only unlocked
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- minor: skill list which shows XP and lets u bind stuff
31- experience
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit)
34- client sometimes crashes on Mapmenu=>Toggle autopickup
35- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
15 36
16should be solved/investitaged before BETA release: 37should be solved/investigated before 1.0 release:
17- the binding dialog is sometimes behind all windows 38- NPC dialog box should have close button which finishes the dialog
39- mapmap (overview) - scroll visible area by clicking/dragging
40- binding window and editor layout broken for long recordings => use scroller
41- maybe open the help viewer on the first start, or a simple dialog that
42 initially lists keybidings for gcfclient converts.
18- maybe support mb4/mb5 on selected widgets to facilitate scrolling 43- maybe support mb4/mb5 on selected widgets to facilitate scrolling
19 (inventory, spell list, messge log...) => marc 44 (inventory, spell list, messge log...) => marc
20- add lmb mouse = cast, mmb2 = invoke or so to spell list. 45- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
21- maybe open the help viewer on the first start, or a simple dialog that 46- but fullscreen => minimize (alt-esc) => no way to go back [windows]
22 initially lists keybidings for gcfclient converts. 47- spell list => scroll down => "Pickup" => scrollbar not updated
23- binding window and editor layout broken for long recordings
24- minor: skill list which shows XP and lets u bind stuff
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, press quit)
27- mapmap (overview) - scroll visible area by clicking/dragging
28- maybe move window managing functionality into toplevel: better window management (graphical feedback)
29- the player weight somehow updates strangely when dropping/picking up
30 (update: is this still the case?)
31
32should be solved/investigated before 1.0 release:
33- what happened to the dialog being shown when modifiera are pressed, showing 48- what happened to the dialog being shown when modifiers are pressed, showing
34 keybindings for this modifier? 49 keybindings for this modifier?
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 50- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 51
52post-1.0:
53- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
54 (maybe sth. else causes the slowness, such as database?)
55- currently the font texture cache lacks "memory" (see texcache.c:tc_put)
56- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
57 affect neighbouring visible pixels (border bleeding).
58- examine etc., should use extendeddrawinfo or sth. similar
59- player list from server for tell etc. commands
60- save only dirty cached maps, and save dirty maps != current map
61- look into extendedmapinfo
62- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all").
64- sliders do not change size after reconfigure.
37- enter runmode when cursor-key repeats (maybe not?) 65- enter runmode when cursor-key repeats (maybe not?)
38- better focus management: put focus onto active windows, remove it again later
39 (mainly to speed up gui interaction when map isn't important).
40- cairo/win32 looks like shit (premultiplied alpha bug?) 66- cairo/win32 looks like shit (premultiplied alpha bug?)
41 (despite horrendous efforts, this is likely not fixable except by building a custom 67 (despite horrendous efforts, this is likely not fixable except by building a custom
42 libcairo for win32). 68 libcairo for win32).
43 (update: disabled antialiasing, this looks bad, but much better than antialiasing) 69 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
44- the binding editor should have a append-record mode or something like that
45- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
46 and add column titles (also for other tables like inventory and bindings)
47- sliders do not change size after reconfigure.
48- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
49- investigate fill widget option.
50- win32, fow_tetxure sometimes nukes other textures
51 (mostly fixed, but still there: displays list and texture uploads do not go well together)
52- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
53- completer should know more about arguments, e.g. cast summon pet monster,
54 or that some commands do not take arguments ("drop all").
55- textview should not snap to bottom on resize.
56- alt+cursor == diagonal
57- look into extendedmapinfo
58- save only dirty cached maps, and save dirty maps != current map
59- try to synchronize local animation speed with server updates to save on screen refreshes.
60- player list from server for tell etc. commands
61- examine etc., should use extendeddrawinfo or sth. similar
62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
64- performance: use texture collections for upstream server data instead if gobs 71- performance: use texture collections for upstream server data instead if gobs
65 of small textures. 72 of small textures.
66- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
67 affect neighbouring visible pixels (border bleeding).
68- pango fontsize measure and decrease to achieve real pixel height
69 73
70TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
71- palyer peaceful setting should be independen of game peaceful setting 76- palyer peaceful setting should be independen of game peaceful setting
72 (i.e. one should be able to become hostile against guards but still 77 (i.e. one should be able to become hostile against guards but still
73 be peaceful - the palyer peaceful would be toggled by priests and shown 78 be peaceful - the palyer peaceful would be toggled by priests and shown
74 in who, the game peaceful steting would be toggled by the peaceful command 79 in who, the game peaceful steting would be toggled by the peaceful command
75 but not otherwise shown). 80 but not otherwise shown).
81- 3) jumping into monsters does no damage, even though it's supposed to 86- 3) jumping into monsters does no damage, even though it's supposed to
82 be an attack (mentioned before). You also get no exp for this 87 be an attack (mentioned before). You also get no exp for this
83- 10) (feature request): bug/typo/idea commands to automatically log 88- 10) (feature request): bug/typo/idea commands to automatically log
84 your comments, with the mentioning of the current map (and perhaps an 89 your comments, with the mentioning of the current map (and perhaps an
85 item, if you do 'bug <item>'). 90 item, if you do 'bug <item>').
91
92
93 #TODO#d# display texture cache
94 {
95 glEnable GL_TEXTURE_2D;
96 glBindTexture GL_TEXTURE_2D, 41;
97 glColor 1, 1, 1, 1;
98 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
99 glEnable GL_BLEND;
100 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
101 glBegin GL_QUADS;
102 glTexCoord 0,1; glVertex 0,0;
103 glTexCoord 1,1; glVertex 255,0;
104 glTexCoord 1,0; glVertex 255,255;
105 glTexCoord 0,0; glVertex 0,255;
106 glEnd;
107 glDisable GL_BLEND;
108 glDisable GL_TEXTURE_2D;
109 }
86 110
87set_face 4783 => 70 111set_face 4783 => 70
88libpng warning: Ignoring gAMA chunk with gamma=0 112libpng warning: Ignoring gAMA chunk with gamma=0
89allocating id 71 113allocating id 71
90OK 114OK

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