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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.243 by root, Sat Nov 18 22:35:59 2006 UTC vs.
Revision 1.261 by root, Fri Aug 17 21:18:01 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
8- IMPORTANT: when closign a window, the close button keeps the event or so,
9 resulting in endless resize when it reopens again.
10
11- improve smoothing implementation to be cleaner and more efficient.
12
13- automccompleter should vanish when its losing focus
14- allow inventory window to be stacked vertically, maybe?
15- ganondorf wants the completer to grow, never shrink
16- keypad-enter does not do the same as return in text entries
17
18- ice in /whalingoutpost/misc/castle1
19 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
6- PANGO: create upstream-patch for inclusion into pango 20- PANGO: create upstream-patch for inclusion into pango
7- SERVER: document ext/mapinfo and cfplus.ext 21- SERVER: document ext/mapinfo and cfplus.ext
8- SERVER: memleak like hell: probably event-related? (probably not real) 22- SERVER: memleak like hell: probably event-related? (probably not real)
9- LONG-TERM: party member health etc. status (needs player list, then trivial) 23- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels 24- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name 25- LONG-TERM: player on map name
12 26
13- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together 27- player speed is only shown as current, not unencumbered max as in gcfclient
28- IMPORTANT: stats during item creation == crash? (reported by Grak)
14- IMPORTANT: server-protocol/upgrade etc. 29- IMPORTANT: server-protocol/upgrade etc.
15- IMPORTANT: good installation instructions/problem faq. 30- IMPORTANT: good installation instructions/problem faq.
16- IMPORTANT: database creation parameters borked - fix and find upgrad epath 31- IMPORTANT: database creation parameters borked - fix and find upgrad epath
17- FEATURE: beside the floorbox, have a recent inventory items box 32- FEATURE: beside the floorbox, have a recent inventory items box
18- embedded widgets not always shown at corretc position initially.
19- fix the pod referencing - L<glossary/space> does not get you anywhere. 33- fix the pod referencing - L<glossary/space> does not get you anywhere.
20 * possibly look into auto-marking (wiki-style) certain key sequences. 34 * possibly look into auto-marking (wiki-style) certain key sequences.
21 35
22should be solved/investigated before 1.0 release: 36should be solved/investigated before 1.0 release:
23- maybe embed buttons for stuff liek accept-invitation, bind spell etc. 37- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
24- should not segfault when no soundcard installed.
25- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *? 38- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
26- when in history "mode", completer cannot access completions at all 39- when in history "mode", completer cannot access completions at all
27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! 40- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
28- 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.
29 ^^^^ when pressing shift-insert
30- offer common options such as use_skill sense xxx etc. in inventory via menu? 41- offer common options such as use_skill sense xxx etc. in inventory via menu?
31- buttons should support hovering visually 42- buttons should support hovering visually
32- notebooks should provide visual feedback (support from button class?) 43- notebooks should provide visual feedback (support from button class?)
33- floorbox out-of-screen after resizing (schmorp) 44- floorbox out-of-screen after resizing (schmorp)
34- identify inventory hover slowness and fix it (schmorp)
35- use more graphical frames/separators to make dialogs more eye-pleasing/clean
36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. 45- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
37- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
38- playerbook/skills should have sensible tooltips with skill descriptions 46- playerbook/skills should have sensible tooltips with skill descriptions
39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) 47- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
40- NPC dialog box should have close button which finishes the dialog
41- mapmap (overview) - scroll visible area by clicking/dragging 48- mapmap (overview) - scroll visible area by clicking/dragging
42- binding window and editor layout broken for long recordings => use scroller 49- binding window and editor layout broken for long recordings => use scroller
43- maybe open the help viewer on the first start, or a simple dialog that 50- maybe open the help viewer on the first start, or a simple dialog that
44 initially lists keybidings for gcfclient converts. 51 initially lists keybidings for gcfclient converts.
45- maybe the top fancyframe border should be larger (for close button and title to be more visible?) 52- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
46- but fullscreen => minimize (alt-esc) => no way to go back [windows]
47- spell list => scroll down => "Pickup" => scrollbar not updated
48- what happened to the dialog being shown when modifiers are pressed, showing 53- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier? 54 keybindings for this modifier?
50 55
51post-1.0: 56post-1.0:
52- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 57- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
63- sliders do not change size after reconfigure. 68- sliders do not change size after reconfigure.
64- enter runmode when cursor-key repeats (maybe not?) 69- enter runmode when cursor-key repeats (maybe not?)
65- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
66- performance: use texture collections for upstream server data instead if gobs 71- performance: use texture collections for upstream server data instead if gobs
67 of small textures. 72 of small textures.
73- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
68 74
69TEMPORARY SERVER TODO: 75TEMPORARY SERVER TODO:
70- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 76- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
71- palyer peaceful setting should be independen of game peaceful setting 77- palyer peaceful setting should be independen of game peaceful setting
72 (i.e. one should be able to become hostile against guards but still 78 (i.e. one should be able to become hostile against guards but still
73 be peaceful - the palyer peaceful would be toggled by priests and shown 79 be peaceful - the palyer peaceful would be toggled by priests and shown
74 in who, the game peaceful steting would be toggled by the peaceful command 80 in who, the game peaceful steting would be toggled by the peaceful command
75 but not otherwise shown). 81 but not otherwise shown).
76- pippij wants playerstealing to work between hostile players
77- attempt_jump tries to kick jumped-into monster,s but doesn't work 82- attempt_jump tries to kick jumped-into monster,s but doesn't work
78- 1) If you hide, and someone can see you trying to hide, you'll get a 83- 1) If you hide, and someone can see you trying to hide, you'll get a
79 message, even when you can't see that other person. 84 message, even when you can't see that other person.
80- 2) hiding exp is always 1, independant of how difficult it is to hide 85- 2) hiding exp is always 1, independant of how difficult it is to hide
81- 3) jumping into monsters does no damage, even though it's supposed to 86- 3) jumping into monsters does no damage, even though it's supposed to
101 glEnd; 106 glEnd;
102 glDisable GL_BLEND; 107 glDisable GL_BLEND;
103 glDisable GL_TEXTURE_2D; 108 glDisable GL_TEXTURE_2D;
104 } 109 }
105 110
106set_face 4783 => 70
107libpng warning: Ignoring gAMA chunk with gamma=0
108allocating id 71
109OK
110set_face 4782 => 71
111libpng warning: Ignoring gAMA chunk with gamma=0
112allocating id 72
113OK
114set_face 4781 => 72
115libpng warning: Ignoring gAMA chunk with gamma=0
116allocating id 73
117OK
118set_face 4784 => 73
119libpng warning: Ignoring gAMA chunk with gamma=0
120
121 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. 111 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.
122 /*first pass*/ 112 /*first pass*/
123 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 113 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
124 glDepthMask(FALSE); /*disable Z buffer*/ 114 glDepthMask(FALSE); /*disable Z buffer*/
125 if (premultpliedTransparency) 115 if (premultpliedTransparency)

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