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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.245 by root, Sun Nov 19 20:31:28 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
6- ganondorf wants the complete to grow, never shrink
7
8- ice in /whalingoutpost/misc/castle1
9 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 10- PANGO: create upstream-patch for inclusion into pango
7- SERVER: document ext/mapinfo and cfplus.ext 11- SERVER: document ext/mapinfo and cfplus.ext
8- SERVER: memleak like hell: probably event-related? (probably not real) 12- SERVER: memleak like hell: probably event-related? (probably not real)
9- 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)
10- LONG-TERM: map landmark labels 14- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name 15- LONG-TERM: player on map name
12 16
17- IMPORTANT: stats during item creation == crash? (reported by Grak)
13- IMPORTANT: server-protocol/upgrade etc. 18- IMPORTANT: server-protocol/upgrade etc.
14- IMPORTANT: good installation instructions/problem faq. 19- IMPORTANT: good installation instructions/problem faq.
15- IMPORTANT: database creation parameters borked - fix and find upgrad epath 20- IMPORTANT: database creation parameters borked - fix and find upgrad epath
16- FEATURE: beside the floorbox, have a recent inventory items box 21- FEATURE: beside the floorbox, have a recent inventory items box
17- embedded widgets not always shown at corretc position initially.
18- 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.
19 * possibly look into auto-marking (wiki-style) certain key sequences. 23 * possibly look into auto-marking (wiki-style) certain key sequences.
20 24
21should be solved/investigated before 1.0 release: 25should be solved/investigated before 1.0 release:
22- maybe embed buttons for stuff liek accept-invitation, bind spell etc. 26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
23- (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 *?
24- when in history "mode", completer cannot access completions at all 28- when in history "mode", completer cannot access completions at all
25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! 29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
26- 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.
27 ^^^^ when pressing shift-insert
28- 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?
29- buttons should support hovering visually 31- buttons should support hovering visually
30- notebooks should provide visual feedback (support from button class?) 32- notebooks should provide visual feedback (support from button class?)
31- floorbox out-of-screen after resizing (schmorp) 33- floorbox out-of-screen after resizing (schmorp)
32- identify inventory hover slowness and fix it (schmorp) 34- identify inventory hover slowness and fix it (schmorp)
33- use more graphical frames/separators to make dialogs more eye-pleasing/clean
34- 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.
35- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
36- playerbook/skills should have sensible tooltips with skill descriptions 36- playerbook/skills should have sensible tooltips with skill descriptions
37- 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)
38- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller 39- binding window and editor layout broken for long recordings => use scroller
40- 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
58- sliders do not change size after reconfigure. 58- sliders do not change size after reconfigure.
59- enter runmode when cursor-key repeats (maybe not?) 59- enter runmode when cursor-key repeats (maybe not?)
60- 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.).
61- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
62 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
63 64
64TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
65- 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 :)
66- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
67 (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
68 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
69 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
70 but not otherwise shown). 71 but not otherwise shown).
71- pippij wants playerstealing to work between hostile players
72- 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
73- 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
74 message, even when you can't see that other person. 74 message, even when you can't see that other person.
75- 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
76- 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
96 glEnd; 96 glEnd;
97 glDisable GL_BLEND; 97 glDisable GL_BLEND;
98 glDisable GL_TEXTURE_2D; 98 glDisable GL_TEXTURE_2D;
99 } 99 }
100 100
101set_face 4783 => 70
102libpng warning: Ignoring gAMA chunk with gamma=0
103allocating id 71
104OK
105set_face 4782 => 71
106libpng warning: Ignoring gAMA chunk with gamma=0
107allocating id 72
108OK
109set_face 4781 => 72
110libpng warning: Ignoring gAMA chunk with gamma=0
111allocating id 73
112OK
113set_face 4784 => 73
114libpng warning: Ignoring gAMA chunk with gamma=0
115
116 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.
117 /*first pass*/ 102 /*first pass*/
118 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
119 glDepthMask(FALSE); /*disable Z buffer*/ 104 glDepthMask(FALSE); /*disable Z buffer*/
120 if (premultpliedTransparency) 105 if (premultpliedTransparency)

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