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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.227 by root, Sun Jul 30 20:17:52 2006 UTC vs.
Revision 1.251 by root, Wed Dec 13 17:30:02 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
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 7
8- ice in /whalingoutpost/misc/castle1
9 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 10- PANGO: create upstream-patch for inclusion into pango
12- SERVER: on shtudown: wanted to save map with player => map not being saved?
13- SERVER: document ext/mapinfo and cfplus.ext 11- SERVER: document ext/mapinfo and cfplus.ext
14- SERVER: memleak like hell: probably event-related? 12- SERVER: memleak like hell: probably event-related? (probably not real)
13- LONG-TERM: party member health etc. status (needs player list, then trivial)
14- LONG-TERM: map landmark labels
15- LONG-TERM: player on map name
15 16
16- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) 17- IMPORTANT: stats during item creation == crash? (reported by Grak)
17- skill book - tooltips with description (schmorp)
18- IMPORTANT: server-protocol/upgrade etc. 18- IMPORTANT: server-protocol/upgrade etc.
19- IMPORTANT: good installation instructions/problem faq. 19- IMPORTANT: good installation instructions/problem faq.
20- IMPORTANT: database creation parameters borked - fix and find upgrad epath
21- FEATURE: beside the floorbox, have a recent inventory items box
22- fix the pod referencing - L<glossary/space> does not get you anywhere.
23 * possibly look into auto-marking (wiki-style) certain key sequences.
20 24
21should be solved/investigated before 1.0 release: 25should be solved/investigated before 1.0 release:
26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
28- when in history "mode", completer cannot access completions at all
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
22- offer common options such as use_skill sense xxx etc. in inventory via menu? 30- offer common options such as use_skill sense xxx etc. in inventory via menu?
23- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
24- buttons should support hovering visually 31- buttons should support hovering visually
25- notebooks should provide visual feedback (support from button class?) 32- notebooks should provide visual feedback (support from button class?)
26- floorbox out-of-screen after resizing (schmorp) 33- floorbox out-of-screen after resizing (schmorp)
27- identify inventory hover slowness and fix it (schmorp) 34- identify inventory hover slowness and fix it (schmorp)
28- use more graphical frames/separators to make dialogs more eye-pleasing/clean
29- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. 35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
30- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
31- playerbook/skills should have sensible tooltips with skill descriptions 36- playerbook/skills should have sensible tooltips with skill descriptions
32- 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)
33- NPC dialog box should have close button which finishes the dialog
34- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
35- binding window and editor layout broken for long recordings => use scroller 39- binding window and editor layout broken for long recordings => use scroller
36- maybe open the help viewer on the first start, or a simple dialog that 40- maybe open the help viewer on the first start, or a simple dialog that
37 initially lists keybidings for gcfclient converts. 41 initially lists keybidings for gcfclient converts.
38- maybe support mb4/mb5 on selected widgets to facilitate scrolling
39 (inventory, spell list, messge log...) => marc
40- maybe the top fancyframe border should be larger (for close button and title to be more visible?) 42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
41- but fullscreen => minimize (alt-esc) => no way to go back [windows]
42- spell list => scroll down => "Pickup" => scrollbar not updated
43- what happened to the dialog being shown when modifiers are pressed, showing 43- what happened to the dialog being shown when modifiers are pressed, showing
44 keybindings for this modifier? 44 keybindings for this modifier?
45- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
46 45
47post-1.0: 46post-1.0:
48- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
49 (after starting, press quit) 48 (after starting, press quit)
50- currently the font texture cache leaks "memory" (see texcache.c:tc_put) 49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
59- sliders do not change size after reconfigure. 58- sliders do not change size after reconfigure.
60- enter runmode when cursor-key repeats (maybe not?) 59- enter runmode when cursor-key repeats (maybe not?)
61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
62- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
63 of small textures. 62 of small textures.
63- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
64 64
65TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
67- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
68 (i.e. one should be able to become hostile against guards but still 68 (i.e. one should be able to become hostile against guards but still
69 be peaceful - the palyer peaceful would be toggled by priests and shown 69 be peaceful - the palyer peaceful would be toggled by priests and shown
70 in who, the game peaceful steting would be toggled by the peaceful command 70 in who, the game peaceful steting would be toggled by the peaceful command
71 but not otherwise shown). 71 but not otherwise shown).
72- pippij wants playerstealing to work between hostile players
73- attempt_jump tries to kick jumped-into monster,s but doesn't work 72- attempt_jump tries to kick jumped-into monster,s but doesn't work
74- 1) If you hide, and someone can see you trying to hide, you'll get a 73- 1) If you hide, and someone can see you trying to hide, you'll get a
75 message, even when you can't see that other person. 74 message, even when you can't see that other person.
76- 2) hiding exp is always 1, independant of how difficult it is to hide 75- 2) hiding exp is always 1, independant of how difficult it is to hide
77- 3) jumping into monsters does no damage, even though it's supposed to 76- 3) jumping into monsters does no damage, even though it's supposed to
97 glEnd; 96 glEnd;
98 glDisable GL_BLEND; 97 glDisable GL_BLEND;
99 glDisable GL_TEXTURE_2D; 98 glDisable GL_TEXTURE_2D;
100 } 99 }
101 100
102set_face 4783 => 70
103libpng warning: Ignoring gAMA chunk with gamma=0
104allocating id 71
105OK
106set_face 4782 => 71
107libpng warning: Ignoring gAMA chunk with gamma=0
108allocating id 72
109OK
110set_face 4781 => 72
111libpng warning: Ignoring gAMA chunk with gamma=0
112allocating id 73
113OK
114set_face 4784 => 73
115libpng warning: Ignoring gAMA chunk with gamma=0
116
117 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. 101 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.
118 /*first pass*/ 102 /*first pass*/
119 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
120 glDepthMask(FALSE); /*disable Z buffer*/ 104 glDepthMask(FALSE); /*disable Z buffer*/
121 if (premultpliedTransparency) 105 if (premultpliedTransparency)

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