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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.232 by root, Mon Aug 14 01:21:01 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: document ext/mapinfo and cfplus.ext 18- SERVER: document ext/mapinfo and cfplus.ext
13- SERVER: memleak like hell: probably event-related? 19- SERVER: memleak like hell: probably event-related? (probably not real)
14- LONG-TERM: party member health etc. status 20- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- LONG-TERM: map landmark labels 21- LONG-TERM: map landmark labels
16- LONG-TERM: player on map name 22- LONG-TERM: player on map name
17- LONG-TERM: monster health-bars on map
18 23
19- 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
20- skill book - tooltips with description (schmorp) 25- IMPORTANT: stats during item creation == crash? (reported by Grak)
21- IMPORTANT: server-protocol/upgrade etc. 26- FEATURE: beside the floorbox, have a recent inventory items box
22- IMPORTANT: good installation instructions/problem faq. 27- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
23 29
24should be solved/investigated before 1.0 release: 30should be solved/investigated before 1.0 release:
25- like use skill inscription on items in inventory, also allow rename to for such items 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
26- when in history "mode", completer cannot access completions at all 32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
27- <tt> not working on windows ?!
28- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
29- IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219.
30 ^^^^ when pressing shift-insert
31- offer common options such as use_skill sense xxx etc. in inventory via menu? 33- offer common options such as use_skill sense xxx etc. in inventory via menu?
32- buttons should support hovering visually 34- buttons should support hovering visually
33- notebooks should provide visual feedback (support from button class?) 35- notebooks should provide visual feedback (support from button class?)
34- floorbox out-of-screen after resizing (schmorp)
35- identify inventory hover slowness and fix it (schmorp)
36- use more graphical frames/separators to make dialogs more eye-pleasing/clean
37- 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.
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
40- 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)
41- NPC dialog box should have close button which finishes the dialog
42- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
43- 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 39- maybe open the help viewer on the first start, or a simple dialog that
45 initially lists keybidings for gcfclient converts. 40 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?) 41- 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
52 keybindings for this modifier?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
54 42
55post-1.0: 43post-1.0:
56- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
57 (after starting, press quit)
58- 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)
59- 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
60 affect neighbouring visible pixels (border bleeding). 46 affect neighbouring visible pixels (border bleeding).
61- examine etc., should use extendeddrawinfo or sth. similar
62- player list from server for tell etc. commands 47- player list from server for tell etc. commands
63- save only dirty cached maps, and save dirty maps != current map
64- look into extendedmapinfo
65- 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,
66 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
67- sliders do not change size after reconfigure.
68- enter runmode when cursor-key repeats (maybe not?) 50- enter runmode when cursor-key repeats (maybe not?)
69- 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.).
70- performance: use texture collections for upstream server data instead if gobs 52- performance: use texture collections for upstream server data instead if gobs
71 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
72 55
73TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
74- 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 :)
75- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
76 (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
77 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
78 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
79 but not otherwise shown). 62 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 63- 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 64- 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. 65 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 66- 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 67- 3) jumping into monsters does no damage, even though it's supposed to
86 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
87- 10) (feature request): bug/typo/idea commands to automatically log
88 your comments, with the mentioning of the current map (and perhaps an
89 item, if you do 'bug <item>').
90 69
91 70
92 #TODO#d# display texture cache 71 #TODO#d# display texture cache
93 { 72 {
94 glEnable GL_TEXTURE_2D; 73 glEnable GL_TEXTURE_2D;
104 glTexCoord 0,0; glVertex 0,255; 83 glTexCoord 0,0; glVertex 0,255;
105 glEnd; 84 glEnd;
106 glDisable GL_BLEND; 85 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D; 86 glDisable GL_TEXTURE_2D;
108 } 87 }
109
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 88
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. 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.
126 /*first pass*/ 90 /*first pass*/
127 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/ 92 glDepthMask(FALSE); /*disable Z buffer*/

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