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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.199 by root, Wed Jul 5 02:54:23 2006 UTC vs.
Revision 1.255 by root, Tue Mar 13 01:14:03 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- allow inventory window to be stacked vertically, maybe?
712:17 <@schmorp> will have to do that for gce too 9- ganondorf wants the complete to grow, never shrink
812:17 <@schmorp> remind me of it 10- keypad-enter does not do the same as return in text entries
912:17 <@schmorp> qwhen i next bundle it
10 11
11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 12- ice in /whalingoutpost/misc/castle1
12 => either using bg attribute, or something else. neither way is currently implementable, imho 13 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13 => or maybe using an extra icon for curses/magic items?) 14- PANGO: create upstream-patch for inclusion into pango
14 maybe drag&drop, otherwise two containers side-by-side makes little sense. 15- SERVER: document ext/mapinfo and cfplus.ext
15 show player weight/max weight in inventory 16- SERVER: memleak like hell: probably event-related? (probably not real)
16 offer common options such as use_skill sense xxx etc. in inventory via menu? 17- LONG-TERM: party member health etc. status (needs player list, then trivial)
17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not 18- LONG-TERM: map landmark labels
18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes 19- LONG-TERM: player on map name
19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies) 20
20- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419. 21- player speed is only shown as current, not unencumbered max as in gcfclient
21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix) 22- IMPORTANT: stats during item creation == crash? (reported by Grak)
22- maybe Quit menu point into map menu (with dialog when logge din, as usual?) 23- IMPORTANT: server-protocol/upgrade etc.
23- labels in gauges no longer aligned center after font rendering change 24- IMPORTANT: good installation instructions/problem faq.
24- the inventory needs separate scrollbars. unfortunately, that means 25- IMPORTANT: database creation parameters borked - fix and find upgrad epath
25 addign a manual scrollbar to the other panes (skills and spells :() 26- FEATURE: beside the floorbox, have a recent inventory items box
26- notebook should provide a visual feedback (support form button class?) 27- fix the pod referencing - L<glossary/space> does not get you anywhere.
27- buttons should support hovering visually 28 * possibly look into auto-marking (wiki-style) certain key sequences.
28- experience change messages should include skill experience
29- skill page in playerbook
30- help window close button
31- floorbox should show currently open container
32- make simple inventory filters: most recently added/changed, normal, only unlocked
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- minor: skill list which shows XP and lets u bind stuff
35- experience
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit)
38- client sometimes crashes on Mapmenu=>Toggle autopickup
39- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
40 29
41should be solved/investigated before 1.0 release: 30should be solved/investigated before 1.0 release:
42- NPC dialog box should have close button which finishes the dialog 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- when in history "mode", completer cannot access completions at all
34- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
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- floorbox out-of-screen after resizing (schmorp)
39- identify inventory hover slowness and fix it (schmorp)
40- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
41- playerbook/skills should have sensible tooltips with skill descriptions
42- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
43- mapmap (overview) - scroll visible area by clicking/dragging 43- mapmap (overview) - scroll visible area by clicking/dragging
44- binding window and editor layout broken for long recordings => use scroller 44- binding window and editor layout broken for long recordings => use scroller
45- maybe open the help viewer on the first start, or a simple dialog that 45- maybe open the help viewer on the first start, or a simple dialog that
46 initially lists keybidings for gcfclient converts. 46 initially lists keybidings for gcfclient converts.
47- maybe support mb4/mb5 on selected widgets to facilitate scrolling
48 (inventory, spell list, messge log...) => marc
49- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 47- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
50- but fullscreen => minimize (alt-esc) => no way to go back [windows]
51- spell list => scroll down => "Pickup" => scrollbar not updated
52- what happened to the dialog being shown when modifiers are pressed, showing 48- what happened to the dialog being shown when modifiers are pressed, showing
53 keybindings for this modifier? 49 keybindings for this modifier?
54- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
55 50
56post-1.0: 51post-1.0:
57- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) 52- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
58 (maybe sth. else causes the slowness, such as database?) 53 (after starting, press quit)
59- currently the font texture cache lacks "memory" (see texcache.c:tc_put) 54- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
60- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
61 affect neighbouring visible pixels (border bleeding). 56 affect neighbouring visible pixels (border bleeding).
62- examine etc., should use extendeddrawinfo or sth. similar 57- examine etc., should use extendeddrawinfo or sth. similar
63- player list from server for tell etc. commands 58- player list from server for tell etc. commands
64- save only dirty cached maps, and save dirty maps != current map 59- save only dirty cached maps, and save dirty maps != current map
65- look into extendedmapinfo 60- look into extendedmapinfo
66- completer should know more about arguments, e.g. cast summon pet monster, 61- completer should know more about arguments, e.g. cast summon pet monster,
67 or that some commands do not take arguments ("drop all"). 62 or that some commands do not take arguments ("drop all").
68- sliders do not change size after reconfigure. 63- sliders do not change size after reconfigure.
69- enter runmode when cursor-key repeats (maybe not?) 64- enter runmode when cursor-key repeats (maybe not?)
70- cairo/win32 looks like shit (premultiplied alpha bug?)
71 (despite horrendous efforts, this is likely not fixable except by building a custom
72 libcairo for win32).
73 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
74- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 65- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
75- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
76 of small textures. 67 of small textures.
68- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
77 69
78TEMPORARY SERVER TODO: 70TEMPORARY SERVER TODO:
79- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 71- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
80- palyer peaceful setting should be independen of game peaceful setting 72- palyer peaceful setting should be independen of game peaceful setting
81 (i.e. one should be able to become hostile against guards but still 73 (i.e. one should be able to become hostile against guards but still
82 be peaceful - the palyer peaceful would be toggled by priests and shown 74 be peaceful - the palyer peaceful would be toggled by priests and shown
83 in who, the game peaceful steting would be toggled by the peaceful command 75 in who, the game peaceful steting would be toggled by the peaceful command
84 but not otherwise shown). 76 but not otherwise shown).
85- pippij wants playerstealing to work between hostile players
86- attempt_jump tries to kick jumped-into monster,s but doesn't work 77- attempt_jump tries to kick jumped-into monster,s but doesn't work
87- 1) If you hide, and someone can see you trying to hide, you'll get a 78- 1) If you hide, and someone can see you trying to hide, you'll get a
88 message, even when you can't see that other person. 79 message, even when you can't see that other person.
89- 2) hiding exp is always 1, independant of how difficult it is to hide 80- 2) hiding exp is always 1, independant of how difficult it is to hide
90- 3) jumping into monsters does no damage, even though it's supposed to 81- 3) jumping into monsters does no damage, even though it's supposed to
110 glEnd; 101 glEnd;
111 glDisable GL_BLEND; 102 glDisable GL_BLEND;
112 glDisable GL_TEXTURE_2D; 103 glDisable GL_TEXTURE_2D;
113 } 104 }
114 105
115set_face 4783 => 70
116libpng warning: Ignoring gAMA chunk with gamma=0
117allocating id 71
118OK
119set_face 4782 => 71
120libpng warning: Ignoring gAMA chunk with gamma=0
121allocating id 72
122OK
123set_face 4781 => 72
124libpng warning: Ignoring gAMA chunk with gamma=0
125allocating id 73
126OK
127set_face 4784 => 73
128libpng warning: Ignoring gAMA chunk with gamma=0
129
130 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. 106 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.
131 /*first pass*/ 107 /*first pass*/
132 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 108 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
133 glDepthMask(FALSE); /*disable Z buffer*/ 109 glDepthMask(FALSE); /*disable Z buffer*/
134 if (premultpliedTransparency) 110 if (premultpliedTransparency)

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