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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.223 by elmex, Fri Jul 28 10:15:28 2006 UTC vs.
Revision 1.253 by root, Fri Dec 22 16:39:14 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- ganondorf wants the complete to grow, never shrink
712:17 <@schmorp> will have to do that for gce too 7- keypad-enter does not do the same as return in text entries
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 8
9- ice in /whalingoutpost/misc/castle1
10 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 11- PANGO: create upstream-patch for inclusion into pango
12- SERVER: on shtudown: wanted to save map with player => map not being saved? 12- SERVER: document ext/mapinfo and cfplus.ext
13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works. 13- SERVER: memleak like hell: probably event-related? (probably not real)
14- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- LONG-TERM: map landmark labels
16- LONG-TERM: player on map name
14 17
15- REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is 18- player speed is only shown as current, not unencumbered max as in gcfclient
16 19- IMPORTANT: stats during item creation == crash? (reported by Grak)
17- utf8-ify client-side messages 20- IMPORTANT: server-protocol/upgrade etc.
18 21- IMPORTANT: good installation instructions/problem faq.
19- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) 22- IMPORTANT: database creation parameters borked - fix and find upgrad epath
20- spells ordering completely different for different users (maybe stored in hash?) 23- FEATURE: beside the floorbox, have a recent inventory items box
21- identify inventory hover slowness and fix it (schmorp) 24- fix the pod referencing - L<glossary/space> does not get you anywhere.
22- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!) 25 * possibly look into auto-marking (wiki-style) certain key sequences.
23 => either using bg attribute, or something else. neither way is currently implementable, imho
24 => or maybe using an extra icon for curses/magic items?)
25 offer common options such as use_skill sense xxx etc. in inventory via menu?
26 make simple inventory filters: most recently added/changed, normal, only unlocked
27- floorbox out-of-screen after resizing (schmorp)
28- skill book - tooltips with description and bind-to-key (schmorp)
29- all dialogs should be closable with "Esc"
30- notebooks should provide visual feedback (support from button class?)
31- buttons should support hovering visually
32- minor: skill list which lets u bind stuff
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34 26
35should be solved/investigated before 1.0 release: 27should be solved/investigated before 1.0 release:
36- use more graphical frames/separators to make dialogs more eye-pleasing/clean 28- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
29- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
30- when in history "mode", completer cannot access completions at all
31- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32- offer common options such as use_skill sense xxx etc. in inventory via menu?
33- buttons should support hovering visually
34- notebooks should provide visual feedback (support from button class?)
35- floorbox out-of-screen after resizing (schmorp)
36- identify inventory hover slowness and fix it (schmorp)
37- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. 37- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
38- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
39- playerbook/skills should have sensible tooltips with skill descriptions 38- playerbook/skills should have sensible tooltips with skill descriptions
40- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) 39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
41- NPC dialog box should have close button which finishes the dialog
42- mapmap (overview) - scroll visible area by clicking/dragging 40- mapmap (overview) - scroll visible area by clicking/dragging
43- binding window and editor layout broken for long recordings => use scroller 41- binding window and editor layout broken for long recordings => use scroller
44- maybe open the help viewer on the first start, or a simple dialog that 42- maybe open the help viewer on the first start, or a simple dialog that
45 initially lists keybidings for gcfclient converts. 43 initially lists keybidings for gcfclient converts.
46- maybe support mb4/mb5 on selected widgets to facilitate scrolling
47 (inventory, spell list, messge log...) => marc
48- maybe the top fancyframe border should be larger (for close button and title to be more visible?) 44- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
49- but fullscreen => minimize (alt-esc) => no way to go back [windows]
50- spell list => scroll down => "Pickup" => scrollbar not updated
51- what happened to the dialog being shown when modifiers are pressed, showing 45- what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier? 46 keybindings for this modifier?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
54 47
55post-1.0: 48post-1.0:
56- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 49- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
57 (after starting, press quit) 50 (after starting, press quit)
58- currently the font texture cache leaks "memory" (see texcache.c:tc_put) 51- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
67- sliders do not change size after reconfigure. 60- sliders do not change size after reconfigure.
68- enter runmode when cursor-key repeats (maybe not?) 61- enter runmode when cursor-key repeats (maybe not?)
69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 62- 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 63- performance: use texture collections for upstream server data instead if gobs
71 of small textures. 64 of small textures.
65- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
72 66
73TEMPORARY SERVER TODO: 67TEMPORARY SERVER TODO:
74- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 68- 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 69- palyer peaceful setting should be independen of game peaceful setting
76 (i.e. one should be able to become hostile against guards but still 70 (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 71 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 72 in who, the game peaceful steting would be toggled by the peaceful command
79 but not otherwise shown). 73 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 74- 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 75- 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. 76 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 77- 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 78- 3) jumping into monsters does no damage, even though it's supposed to
105 glEnd; 98 glEnd;
106 glDisable GL_BLEND; 99 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D; 100 glDisable GL_TEXTURE_2D;
108 } 101 }
109 102
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. 103 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*/ 104 /*first pass*/
127 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 105 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/ 106 glDepthMask(FALSE); /*disable Z buffer*/
129 if (premultpliedTransparency) 107 if (premultpliedTransparency)

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