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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.220 by root, Mon Jul 24 04:24:42 2006 UTC vs.
Revision 1.257 by root, Tue Apr 10 10:13:10 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- improve smoothing implementation to be cleaner and more efficient.
712:17 <@schmorp> will have to do that for gce too 9- make smoothing a separate setting, or depend on fast&ugly.
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 10
11- automccompleter should vanish when its losing focus
12- allow inventory window to be stacked vertically, maybe?
13- ganondorf wants the complete to grow, never shrink
14- keypad-enter does not do the same as return in text entries
15
16- ice in /whalingoutpost/misc/castle1
17 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
11- PANGO: create upstream-patch for inclusion into pango 18- PANGO: create upstream-patch for inclusion into pango
12- SERVER: on shtudown: wanted to save map with player => map not being saved? 19- SERVER: document ext/mapinfo and cfplus.ext
13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works. 20- SERVER: memleak like hell: probably event-related? (probably not real)
21- LONG-TERM: party member health etc. status (needs player list, then trivial)
22- LONG-TERM: map landmark labels
23- LONG-TERM: player on map name
14 24
15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) 25- player speed is only shown as current, not unencumbered max as in gcfclient
16- spells ordering completely different for different users (maybe stored in hash?) 26- IMPORTANT: stats during item creation == crash? (reported by Grak)
17- identify inventory hover slowness and fix it (schmorp) 27- IMPORTANT: server-protocol/upgrade etc.
18- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!) 28- IMPORTANT: good installation instructions/problem faq.
19 => either using bg attribute, or something else. neither way is currently implementable, imho 29- IMPORTANT: database creation parameters borked - fix and find upgrad epath
20 => or maybe using an extra icon for curses/magic items?) 30- FEATURE: beside the floorbox, have a recent inventory items box
21 offer common options such as use_skill sense xxx etc. in inventory via menu? 31- fix the pod referencing - L<glossary/space> does not get you anywhere.
22 make simple inventory filters: most recently added/changed, normal, only unlocked 32 * possibly look into auto-marking (wiki-style) certain key sequences.
23- floorbox out-of-screen after resizing (schmorp)
24- skill book - tooltips with description and bind-to-key (schmorp)
25- all dialogs should be closable with "Esc"
26- maybe Quit menu point into map menu (with dialog when logged in, as usual?)
27- notebooks should provide visual feedback (support from button class?)
28- buttons should support hovering visually
29- minor: skill list which lets u bind stuff
30- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
31 33
32should be solved/investigated before 1.0 release: 34should be solved/investigated before 1.0 release:
33- use more graphical frames/separators to make dialogs more eye-pleasing/clean 35- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
36- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
37- when in history "mode", completer cannot access completions at all
38- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
39- offer common options such as use_skill sense xxx etc. in inventory via menu?
40- buttons should support hovering visually
41- notebooks should provide visual feedback (support from button class?)
42- floorbox out-of-screen after resizing (schmorp)
43- identify inventory hover slowness and fix it (schmorp)
34- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. 44- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
35- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
36- playerbook/skills should have sensible tooltips with skill descriptions 45- playerbook/skills should have sensible tooltips with skill descriptions
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) 46- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- NPC dialog box should have close button which finishes the dialog
39- mapmap (overview) - scroll visible area by clicking/dragging 47- mapmap (overview) - scroll visible area by clicking/dragging
40- binding window and editor layout broken for long recordings => use scroller 48- 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 49- maybe open the help viewer on the first start, or a simple dialog that
42 initially lists keybidings for gcfclient converts. 50 initially lists keybidings for gcfclient converts.
43- maybe support mb4/mb5 on selected widgets to facilitate scrolling
44 (inventory, spell list, messge log...) => marc
45- maybe the top fancyframe border should be larger (for close button and title to be more visible?) 51- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
46- but fullscreen => minimize (alt-esc) => no way to go back [windows]
47- spell list => scroll down => "Pickup" => scrollbar not updated
48- what happened to the dialog being shown when modifiers are pressed, showing 52- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier? 53 keybindings for this modifier?
50- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
51 54
52post-1.0: 55post-1.0:
53- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 56- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
54 (after starting, press quit) 57 (after starting, press quit)
55- currently the font texture cache leaks "memory" (see texcache.c:tc_put) 58- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
64- sliders do not change size after reconfigure. 67- sliders do not change size after reconfigure.
65- enter runmode when cursor-key repeats (maybe not?) 68- enter runmode when cursor-key repeats (maybe not?)
66- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
67- performance: use texture collections for upstream server data instead if gobs 70- performance: use texture collections for upstream server data instead if gobs
68 of small textures. 71 of small textures.
72- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
69 73
70TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
71- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
72- palyer peaceful setting should be independen of game peaceful setting 76- palyer peaceful setting should be independen of game peaceful setting
73 (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
74 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
75 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
76 but not otherwise shown). 80 but not otherwise shown).
77- pippij wants playerstealing to work between hostile players
78- attempt_jump tries to kick jumped-into monster,s but doesn't work 81- attempt_jump tries to kick jumped-into monster,s but doesn't work
79- 1) If you hide, and someone can see you trying to hide, you'll get a 82- 1) If you hide, and someone can see you trying to hide, you'll get a
80 message, even when you can't see that other person. 83 message, even when you can't see that other person.
81- 2) hiding exp is always 1, independant of how difficult it is to hide 84- 2) hiding exp is always 1, independant of how difficult it is to hide
82- 3) jumping into monsters does no damage, even though it's supposed to 85- 3) jumping into monsters does no damage, even though it's supposed to
102 glEnd; 105 glEnd;
103 glDisable GL_BLEND; 106 glDisable GL_BLEND;
104 glDisable GL_TEXTURE_2D; 107 glDisable GL_TEXTURE_2D;
105 } 108 }
106 109
107set_face 4783 => 70
108libpng warning: Ignoring gAMA chunk with gamma=0
109allocating id 71
110OK
111set_face 4782 => 71
112libpng warning: Ignoring gAMA chunk with gamma=0
113allocating id 72
114OK
115set_face 4781 => 72
116libpng warning: Ignoring gAMA chunk with gamma=0
117allocating id 73
118OK
119set_face 4784 => 73
120libpng warning: Ignoring gAMA chunk with gamma=0
121
122 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. 110 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.
123 /*first pass*/ 111 /*first pass*/
124 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 112 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
125 glDepthMask(FALSE); /*disable Z buffer*/ 113 glDepthMask(FALSE); /*disable Z buffer*/
126 if (premultpliedTransparency) 114 if (premultpliedTransparency)

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