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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.238 by root, Fri Sep 29 00:56:05 2006 UTC vs.
Revision 1.248 by root, Sun Dec 3 01:03:49 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
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
11- PANGO: create upstream-patch for inclusion into pango 6- PANGO: create upstream-patch for inclusion into pango
12- SERVER: document ext/mapinfo and cfplus.ext 7- SERVER: document ext/mapinfo and cfplus.ext
13- SERVER: memleak like hell: probably event-related? 8- SERVER: memleak like hell: probably event-related? (probably not real)
14- LONG-TERM: party member health etc. status 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- LONG-TERM: map landmark labels 10- LONG-TERM: map landmark labels
16- LONG-TERM: player on map name 11- LONG-TERM: player on map name
17- LONG-TERM: monster health-bars on map
18 12
19- fog-of-war is off by one, (elmex; i've seen this the last time i played) 13- IMPORTANT: stats during item creation == crash? (reported by Grak)
20- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together
21- IMPORTANT: inventory sorting only works after having it selected, not initially after startup.
22- IMPORTANT: server-protocol/upgrade etc. 14- IMPORTANT: server-protocol/upgrade etc.
23- IMPORTANT: good installation instructions/problem faq. 15- IMPORTANT: good installation instructions/problem faq.
24- IMPORTANT: database creation parameters borked - fix and find upgrad epath 16- IMPORTANT: database creation parameters borked - fix and find upgrad epath
25- FEATURE: beside the floorbox, have a recent inventory items box 17- FEATURE: beside the floorbox, have a recent inventory items box
18- fix the pod referencing - L<glossary/space> does not get you anywhere.
19 * possibly look into auto-marking (wiki-style) certain key sequences.
26 20
27should be solved/investigated before 1.0 release: 21should be solved/investigated before 1.0 release:
28- should not segfault when no soundcard installed. 22- 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 *? 23- (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 24- when in history "mode", completer cannot access completions at all
31- <tt> not working on windows ?!
32- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! 25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33- 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.
34 ^^^^ when pressing shift-insert
35- offer common options such as use_skill sense xxx etc. in inventory via menu? 26- offer common options such as use_skill sense xxx etc. in inventory via menu?
36- buttons should support hovering visually 27- buttons should support hovering visually
37- notebooks should provide visual feedback (support from button class?) 28- notebooks should provide visual feedback (support from button class?)
38- floorbox out-of-screen after resizing (schmorp) 29- floorbox out-of-screen after resizing (schmorp)
39- identify inventory hover slowness and fix it (schmorp) 30- identify inventory hover slowness and fix it (schmorp)
40- use more graphical frames/separators to make dialogs more eye-pleasing/clean
41- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. 31- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
42- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
43- playerbook/skills should have sensible tooltips with skill descriptions 32- playerbook/skills should have sensible tooltips with skill descriptions
44- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) 33- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
45- NPC dialog box should have close button which finishes the dialog
46- mapmap (overview) - scroll visible area by clicking/dragging 34- mapmap (overview) - scroll visible area by clicking/dragging
47- binding window and editor layout broken for long recordings => use scroller 35- binding window and editor layout broken for long recordings => use scroller
48- maybe open the help viewer on the first start, or a simple dialog that 36- maybe open the help viewer on the first start, or a simple dialog that
49 initially lists keybidings for gcfclient converts. 37 initially lists keybidings for gcfclient converts.
50- maybe support mb4/mb5 on selected widgets to facilitate scrolling
51 (inventory, spell list, messge log...) => marc
52- maybe the top fancyframe border should be larger (for close button and title to be more visible?) 38- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
53- but fullscreen => minimize (alt-esc) => no way to go back [windows]
54- spell list => scroll down => "Pickup" => scrollbar not updated
55- what happened to the dialog being shown when modifiers are pressed, showing 39- what happened to the dialog being shown when modifiers are pressed, showing
56 keybindings for this modifier? 40 keybindings for this modifier?
57- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
58 41
59post-1.0: 42post-1.0:
60- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 43- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
61 (after starting, press quit) 44 (after starting, press quit)
62- currently the font texture cache leaks "memory" (see texcache.c:tc_put) 45- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
71- sliders do not change size after reconfigure. 54- sliders do not change size after reconfigure.
72- enter runmode when cursor-key repeats (maybe not?) 55- enter runmode when cursor-key repeats (maybe not?)
73- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
74- performance: use texture collections for upstream server data instead if gobs 57- performance: use texture collections for upstream server data instead if gobs
75 of small textures. 58 of small textures.
59- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
76 60
77TEMPORARY SERVER TODO: 61TEMPORARY SERVER TODO:
78- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 62- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
79- palyer peaceful setting should be independen of game peaceful setting 63- palyer peaceful setting should be independen of game peaceful setting
80 (i.e. one should be able to become hostile against guards but still 64 (i.e. one should be able to become hostile against guards but still
81 be peaceful - the palyer peaceful would be toggled by priests and shown 65 be peaceful - the palyer peaceful would be toggled by priests and shown
82 in who, the game peaceful steting would be toggled by the peaceful command 66 in who, the game peaceful steting would be toggled by the peaceful command
83 but not otherwise shown). 67 but not otherwise shown).
84- pippij wants playerstealing to work between hostile players
85- attempt_jump tries to kick jumped-into monster,s but doesn't work 68- attempt_jump tries to kick jumped-into monster,s but doesn't work
86- 1) If you hide, and someone can see you trying to hide, you'll get a 69- 1) If you hide, and someone can see you trying to hide, you'll get a
87 message, even when you can't see that other person. 70 message, even when you can't see that other person.
88- 2) hiding exp is always 1, independant of how difficult it is to hide 71- 2) hiding exp is always 1, independant of how difficult it is to hide
89- 3) jumping into monsters does no damage, even though it's supposed to 72- 3) jumping into monsters does no damage, even though it's supposed to
109 glEnd; 92 glEnd;
110 glDisable GL_BLEND; 93 glDisable GL_BLEND;
111 glDisable GL_TEXTURE_2D; 94 glDisable GL_TEXTURE_2D;
112 } 95 }
113 96
114set_face 4783 => 70
115libpng warning: Ignoring gAMA chunk with gamma=0
116allocating id 71
117OK
118set_face 4782 => 71
119libpng warning: Ignoring gAMA chunk with gamma=0
120allocating id 72
121OK
122set_face 4781 => 72
123libpng warning: Ignoring gAMA chunk with gamma=0
124allocating id 73
125OK
126set_face 4784 => 73
127libpng warning: Ignoring gAMA chunk with gamma=0
128
129 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. 97 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.
130 /*first pass*/ 98 /*first pass*/
131 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/ 100 glDepthMask(FALSE); /*disable Z buffer*/
133 if (premultpliedTransparency) 101 if (premultpliedTransparency)

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