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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.221 by elmex, Mon Jul 24 12:25:08 2006 UTC vs.
Revision 1.264 by root, Wed Aug 22 21:40:43 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
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 9
10- automccompleter should vanish when its losing focus
11- allow inventory window to be stacked vertically, maybe?
12- ganondorf wants the completer to grow, never shrink
13- keypad-enter does not do the same as return in text entries
14
15- ice in /whalingoutpost/misc/castle1
16 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 17- PANGO: create upstream-patch for inclusion into pango
12- SERVER: on shtudown: wanted to save map with player => map not being saved? 18- SERVER: document ext/mapinfo and cfplus.ext
13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works. 19- SERVER: memleak like hell: probably event-related? (probably not real)
20- LONG-TERM: party member health etc. status (needs player list, then trivial)
21- LONG-TERM: map landmark labels
22- LONG-TERM: player on map name
14 23
15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) 24- 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?) 25- IMPORTANT: stats during item creation == crash? (reported by Grak)
17- identify inventory hover slowness and fix it (schmorp) 26- FEATURE: beside the floorbox, have a recent inventory items box
18- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!) 27- fix the pod referencing - L<glossary/space> does not get you anywhere.
19 => either using bg attribute, or something else. neither way is currently implementable, imho 28 * possibly look into auto-marking (wiki-style) certain key sequences.
20 => or maybe using an extra icon for curses/magic items?)
21 offer common options such as use_skill sense xxx etc. in inventory via menu?
22 make simple inventory filters: most recently added/changed, normal, only unlocked
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- notebooks should provide visual feedback (support from button class?)
27- buttons should support hovering visually
28- minor: skill list which lets u bind stuff
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30 29
31should be solved/investigated before 1.0 release: 30should be solved/investigated before 1.0 release:
32- use more graphical frames/separators to make dialogs more eye-pleasing/clean 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- offer common options such as use_skill sense xxx etc. in inventory via menu?
34- buttons should support hovering visually
35- notebooks should provide visual feedback (support from button class?)
33- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. 36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
34- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
35- playerbook/skills should have sensible tooltips with skill descriptions
36- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
37- NPC dialog box should have close button which finishes the dialog
38- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
39- 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 39- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts. 40 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 top fancyframe border should be larger (for close button and title to be more visible?) 41- 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
48 keybindings for this modifier?
49- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
50 42
51post-1.0: 43post-1.0:
52- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
53 (after starting, press quit)
54- currently the font texture cache leaks "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
58- player list from server for tell etc. commands 47- player list from server for tell etc. commands
59- save only dirty cached maps, and save dirty maps != current map
60- look into extendedmapinfo
61- completer should know more about arguments, e.g. cast summon pet monster, 48- completer should know more about arguments, e.g. cast summon pet monster,
62 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
63- sliders do not change size after reconfigure.
64- enter runmode when cursor-key repeats (maybe not?) 50- enter runmode when cursor-key repeats (maybe not?)
65- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 51- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
66- performance: use texture collections for upstream server data instead if gobs 52- performance: use texture collections for upstream server data instead if gobs
67 of small textures. 53 of small textures.
54- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
68 55
69TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
70- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 57- 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 58- palyer peaceful setting should be independen of game peaceful setting
72 (i.e. one should be able to become hostile against guards but still 59 (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 60 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 61 in who, the game peaceful steting would be toggled by the peaceful command
75 but not otherwise shown). 62 but not otherwise shown).
76- pippij wants playerstealing to work between hostile players
77- attempt_jump tries to kick jumped-into monster,s but doesn't work 63- attempt_jump tries to kick jumped-into monster,s but doesn't work
78- 1) If you hide, and someone can see you trying to hide, you'll get a 64- 1) If you hide, and someone can see you trying to hide, you'll get a
79 message, even when you can't see that other person. 65 message, even when you can't see that other person.
80- 2) hiding exp is always 1, independant of how difficult it is to hide 66- 2) hiding exp is always 1, independant of how difficult it is to hide
81- 3) jumping into monsters does no damage, even though it's supposed to 67- 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 68 be an attack (mentioned before). You also get no exp for this
83- 10) (feature request): bug/typo/idea commands to automatically log
84 your comments, with the mentioning of the current map (and perhaps an
85 item, if you do 'bug <item>').
86 69
87 70
88 #TODO#d# display texture cache 71 #TODO#d# display texture cache
89 { 72 {
90 glEnable GL_TEXTURE_2D; 73 glEnable GL_TEXTURE_2D;
100 glTexCoord 0,0; glVertex 0,255; 83 glTexCoord 0,0; glVertex 0,255;
101 glEnd; 84 glEnd;
102 glDisable GL_BLEND; 85 glDisable GL_BLEND;
103 glDisable GL_TEXTURE_2D; 86 glDisable GL_TEXTURE_2D;
104 } 87 }
105
106set_face 4783 => 70
107libpng warning: Ignoring gAMA chunk with gamma=0
108allocating id 71
109OK
110set_face 4782 => 71
111libpng warning: Ignoring gAMA chunk with gamma=0
112allocating id 72
113OK
114set_face 4781 => 72
115libpng warning: Ignoring gAMA chunk with gamma=0
116allocating id 73
117OK
118set_face 4784 => 73
119libpng warning: Ignoring gAMA chunk with gamma=0
120 88
121 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. 89 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.
122 /*first pass*/ 90 /*first pass*/
123 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/ 92 glDepthMask(FALSE); /*disable Z buffer*/

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