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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.241 by root, Fri Oct 20 19:57:48 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: document ext/mapinfo and cfplus.ext 11- SERVER: document ext/mapinfo and cfplus.ext
13- SERVER: memleak like hell: probably event-related? 12- SERVER: memleak like hell: probably event-related? (probably not real)
14- LONG-TERM: party member health etc. status (needs player list, then trivial) 13- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- LONG-TERM: map landmark labels 14- LONG-TERM: map landmark labels
16- LONG-TERM: player on map name 15- LONG-TERM: player on map name
17 16
18- EXTREMELY IMPORTANT: fix off-by-whatever bug when clicking on map 17- IMPORTANT: stats during item creation == crash? (reported by Grak)
19- fog-of-war is off by one, (elmex; i've seen this the last time i played)
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. 18- IMPORTANT: server-protocol/upgrade etc.
23- IMPORTANT: good installation instructions/problem faq. 19- IMPORTANT: good installation instructions/problem faq.
24- IMPORTANT: database creation parameters borked - fix and find upgrad epath 20- IMPORTANT: database creation parameters borked - fix and find upgrad epath
25- FEATURE: beside the floorbox, have a recent inventory items box 21- FEATURE: beside the floorbox, have a recent inventory items box
26- embedded widgets not always shown at corretc position initially.
27- fix the pod referencing - L<glossary/space> does not get you anywhere. 22- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences. 23 * possibly look into auto-marking (wiki-style) certain key sequences.
29 24
30should be solved/investigated before 1.0 release: 25should be solved/investigated before 1.0 release:
31- should not segfault when no soundcard installed. 26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *? 27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- when in history "mode", completer cannot access completions at all 28- when in history "mode", completer cannot access completions at all
34- <tt> not working on windows ?!
35- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! 29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
36- 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.
37 ^^^^ when pressing shift-insert
38- 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?
39- buttons should support hovering visually 31- buttons should support hovering visually
40- notebooks should provide visual feedback (support from button class?) 32- notebooks should provide visual feedback (support from button class?)
41- floorbox out-of-screen after resizing (schmorp) 33- floorbox out-of-screen after resizing (schmorp)
42- identify inventory hover slowness and fix it (schmorp) 34- identify inventory hover slowness and fix it (schmorp)
43- use more graphical frames/separators to make dialogs more eye-pleasing/clean
44- 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.
45- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
46- playerbook/skills should have sensible tooltips with skill descriptions 36- playerbook/skills should have sensible tooltips with skill descriptions
47- 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)
48- NPC dialog box should have close button which finishes the dialog
49- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
50- binding window and editor layout broken for long recordings => use scroller 39- binding window and editor layout broken for long recordings => use scroller
51- 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
52 initially lists keybidings for gcfclient converts. 41 initially lists keybidings for gcfclient converts.
53- maybe support mb4/mb5 on selected widgets to facilitate scrolling
54 (inventory, spell list, messge log...) => marc
55- 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?)
56- but fullscreen => minimize (alt-esc) => no way to go back [windows]
57- spell list => scroll down => "Pickup" => scrollbar not updated
58- 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
59 keybindings for this modifier? 44 keybindings for this modifier?
60- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
61 45
62post-1.0: 46post-1.0:
63- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
64 (after starting, press quit) 48 (after starting, press quit)
65- 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)
74- sliders do not change size after reconfigure. 58- sliders do not change size after reconfigure.
75- enter runmode when cursor-key repeats (maybe not?) 59- enter runmode when cursor-key repeats (maybe not?)
76- 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.).
77- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
78 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
79 64
80TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
81- 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 :)
82- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
83 (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
84 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
85 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
86 but not otherwise shown). 71 but not otherwise shown).
87- pippij wants playerstealing to work between hostile players
88- 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
89- 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
90 message, even when you can't see that other person. 74 message, even when you can't see that other person.
91- 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
92- 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
112 glEnd; 96 glEnd;
113 glDisable GL_BLEND; 97 glDisable GL_BLEND;
114 glDisable GL_TEXTURE_2D; 98 glDisable GL_TEXTURE_2D;
115 } 99 }
116 100
117set_face 4783 => 70
118libpng warning: Ignoring gAMA chunk with gamma=0
119allocating id 71
120OK
121set_face 4782 => 71
122libpng warning: Ignoring gAMA chunk with gamma=0
123allocating id 72
124OK
125set_face 4781 => 72
126libpng warning: Ignoring gAMA chunk with gamma=0
127allocating id 73
128OK
129set_face 4784 => 73
130libpng warning: Ignoring gAMA chunk with gamma=0
131
132 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.
133 /*first pass*/ 102 /*first pass*/
134 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
135 glDepthMask(FALSE); /*disable Z buffer*/ 104 glDepthMask(FALSE); /*disable Z buffer*/
136 if (premultpliedTransparency) 105 if (premultpliedTransparency)

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