ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.228 by elmex, Mon Jul 31 20:40:26 2006 UTC vs.
Revision 1.265 by root, Sat Oct 20 05:35:28 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* have ctrl=run, shift=fire indicatords somewhere, so people can find out about this feature
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
11- <tt> not working on windows ?! 10- improve smoothing implementation to be cleaner and more efficient.
11
12- automccompleter should vanish when its losing focus
13- allow inventory window to be stacked vertically, maybe?
14- ganondorf wants the completer to grow, never shrink
15- keypad-enter does not do the same as return in text entries
16
17- ice in /whalingoutpost/misc/castle1
18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
12- PANGO: create upstream-patch for inclusion into pango 19- PANGO: create upstream-patch for inclusion into pango
13- SERVER: on shtudown: wanted to save map with player => map not being saved?
14- SERVER: document ext/mapinfo and cfplus.ext 20- SERVER: document ext/mapinfo and cfplus.ext
15- SERVER: memleak like hell: probably event-related? 21- SERVER: memleak like hell: probably event-related? (probably not real)
22- LONG-TERM: party member health etc. status (needs player list, then trivial)
23- LONG-TERM: map landmark labels
24- LONG-TERM: player on map name
16 25
17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) 26- player speed is only shown as current, not unencumbered max as in gcfclient
18- skill book - tooltips with description (schmorp) 27- IMPORTANT: stats during item creation == crash? (reported by Grak)
19- IMPORTANT: server-protocol/upgrade etc. 28- FEATURE: beside the floorbox, have a recent inventory items box
20- IMPORTANT: good installation instructions/problem faq. 29- fix the pod referencing - L<glossary/space> does not get you anywhere.
30 * possibly look into auto-marking (wiki-style) certain key sequences.
21 31
22should be solved/investigated before 1.0 release: 32should be solved/investigated before 1.0 release:
33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
23- offer common options such as use_skill sense xxx etc. in inventory via menu? 35- offer common options such as use_skill sense xxx etc. in inventory via menu?
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- buttons should support hovering visually 36- buttons should support hovering visually
26- notebooks should provide visual feedback (support from button class?) 37- notebooks should provide visual feedback (support from button class?)
27- floorbox out-of-screen after resizing (schmorp)
28- identify inventory hover slowness and fix it (schmorp)
29- use more graphical frames/separators to make dialogs more eye-pleasing/clean
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. 38- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
32- playerbook/skills should have sensible tooltips with skill descriptions
33- 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)
34- NPC dialog box should have close button which finishes the dialog
35- mapmap (overview) - scroll visible area by clicking/dragging 40- mapmap (overview) - scroll visible area by clicking/dragging
36- binding window and editor layout broken for long recordings => use scroller
37- maybe open the help viewer on the first start, or a simple dialog that 41- maybe open the help viewer on the first start, or a simple dialog that
38 initially lists keybidings for gcfclient converts. 42 initially lists keybidings for gcfclient converts.
39- maybe support mb4/mb5 on selected widgets to facilitate scrolling
40 (inventory, spell list, messge log...) => marc
41- maybe the top fancyframe border should be larger (for close button and title to be more visible?) 43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
42- but fullscreen => minimize (alt-esc) => no way to go back [windows]
43- spell list => scroll down => "Pickup" => scrollbar not updated
44- what happened to the dialog being shown when modifiers are pressed, showing
45 keybindings for this modifier?
46- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
47 44
48post-1.0: 45post-1.0:
49- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
50 (after starting, press quit)
51- currently the font texture cache leaks "memory" (see texcache.c:tc_put) 46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
52- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 47- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
53 affect neighbouring visible pixels (border bleeding). 48 affect neighbouring visible pixels (border bleeding).
54- examine etc., should use extendeddrawinfo or sth. similar
55- player list from server for tell etc. commands 49- player list from server for tell etc. commands
56- save only dirty cached maps, and save dirty maps != current map
57- look into extendedmapinfo
58- completer should know more about arguments, e.g. cast summon pet monster, 50- completer should know more about arguments, e.g. cast summon pet monster,
59 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
60- sliders do not change size after reconfigure.
61- enter runmode when cursor-key repeats (maybe not?) 52- enter runmode when cursor-key repeats (maybe not?)
62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 55 of small textures.
56- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
65 57
66TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 61 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown 62 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command 63 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown). 64 but not otherwise shown).
73- pippij wants playerstealing to work between hostile players
74- attempt_jump tries to kick jumped-into monster,s but doesn't work 65- attempt_jump tries to kick jumped-into monster,s but doesn't work
75- 1) If you hide, and someone can see you trying to hide, you'll get a 66- 1) If you hide, and someone can see you trying to hide, you'll get a
76 message, even when you can't see that other person. 67 message, even when you can't see that other person.
77- 2) hiding exp is always 1, independant of how difficult it is to hide 68- 2) hiding exp is always 1, independant of how difficult it is to hide
78- 3) jumping into monsters does no damage, even though it's supposed to 69- 3) jumping into monsters does no damage, even though it's supposed to
79 be an attack (mentioned before). You also get no exp for this 70 be an attack (mentioned before). You also get no exp for this
80- 10) (feature request): bug/typo/idea commands to automatically log
81 your comments, with the mentioning of the current map (and perhaps an
82 item, if you do 'bug <item>').
83 71
84 72
85 #TODO#d# display texture cache 73 #TODO#d# display texture cache
86 { 74 {
87 glEnable GL_TEXTURE_2D; 75 glEnable GL_TEXTURE_2D;
97 glTexCoord 0,0; glVertex 0,255; 85 glTexCoord 0,0; glVertex 0,255;
98 glEnd; 86 glEnd;
99 glDisable GL_BLEND; 87 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D; 88 glDisable GL_TEXTURE_2D;
101 } 89 }
102
103set_face 4783 => 70
104libpng warning: Ignoring gAMA chunk with gamma=0
105allocating id 71
106OK
107set_face 4782 => 71
108libpng warning: Ignoring gAMA chunk with gamma=0
109allocating id 72
110OK
111set_face 4781 => 72
112libpng warning: Ignoring gAMA chunk with gamma=0
113allocating id 73
114OK
115set_face 4784 => 73
116libpng warning: Ignoring gAMA chunk with gamma=0
117 90
118 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. 91 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.
119 /*first pass*/ 92 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/ 94 glDepthMask(FALSE); /*disable Z buffer*/

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines