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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.176 by elmex, Wed Jun 28 09:42:39 2006 UTC vs.
Revision 1.246 by root, Sun Nov 19 20:34:50 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- PANGO: create upstream-patch for inclusion into pango
712:17 <@schmorp> will have to do that for gce too 7- SERVER: document ext/mapinfo and cfplus.ext
812:17 <@schmorp> remind me of it 8- SERVER: memleak like hell: probably event-related? (probably not real)
912:17 <@schmorp> qwhen i next bundle it 9- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name
10 12
11- IPORTANT³: server crashes 13- IMPORTANT: server-protocol/upgrade etc.
12>In the ruins of Narcopin lies the tomb of Aljwaf. 14- IMPORTANT: good installation instructions/problem faq.
13... 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14.. 16- FEATURE: beside the floorbox, have a recent inventory items box
15many dangers, great rew< 17- embedded widgets not always shown at corretc position initially.
16- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client 18- fix the pod referencing - L<glossary/space> does not get you anywhere.
17 crashe son every startup. 19 * possibly look into auto-marking (wiki-style) certain key sequences.
18- IMPORTANT: running over or pickung up large stacks is etxremely slow.
19- IMPORTANT: bind to key should always be verbose (DONE)
20 (elmex: what is meant by 'verbose' ?)
21 (^ whats being bound to a key, see other, similar, menu entries?)
22- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
23 (documenting as found: the binding window is behind other windows, since it forcefully grabs focus,
24 - it should always be topmost (z => 1000 or so)
25- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
26 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
27- IMPORTANT: texture reload not working on scaras machine (maybe now)
28- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
29- IMPORTANT: discuss topmost menu, minor issues
30 20
31should be solved/investitaged before BETA release: 21should be solved/investigated before 1.0 release:
22- 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 *?
24- when in history "mode", completer cannot access completions at all
32- binding keys is too complicated in the general case => disucss 25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 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.
34- the binding dialog is sometimes behind all windows 27 ^^^^ when pressing shift-insert
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling 28- offer common options such as use_skill sense xxx etc. in inventory via menu?
36 (inventory, spell list, messge log...) => marc 29- buttons should support hovering visually
37- add lmb mouse = cast, mmb2 = invoke or so to spell list. 30- notebooks should provide visual feedback (support from button class?)
31- floorbox out-of-screen after resizing (schmorp)
32- identify inventory hover slowness and fix it (schmorp)
33- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
34- playerbook/skills should have sensible tooltips with skill descriptions
35- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
36- mapmap (overview) - scroll visible area by clicking/dragging
37- binding window and editor layout broken for long recordings => use scroller
38- maybe open the help viewer on the first start, or a simple dialog that 38- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts. 39 initially lists keybidings for gcfclient converts.
40- binding window and editor layout broken for long recordings 40- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
41- minor: skill list which shows XP and lets u bind stuff 41- what happened to the dialog being shown when modifiers are pressed, showing
42 keybindings for this modifier?
43
44post-1.0:
42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 45- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
43 (after starting, press quit) 46 (after starting, press quit)
44- mapmap (overview) - scroll visible area by clicking/dragging 47- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
45- maybe move window managing functionality into toplevel: better window management (graphical feedback) 48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
46- the player weight somehow updates strangely when dropping/picking up 49 affect neighbouring visible pixels (border bleeding).
47 (update: is this still the case?) 50- examine etc., should use extendeddrawinfo or sth. similar
48 51- player list from server for tell etc. commands
49should be solved/investigated before 1.0 release: 52- save only dirty cached maps, and save dirty maps != current map
50- spell list => scroll down => "Pickup" => scrollbar not updated 53- look into extendedmapinfo
51- what happened to the dialog being shown when modifiera are pressed, showing
52 keybindings for this modifier?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
54- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
55- enter runmode when cursor-key repeats (maybe not?)
56- better focus management: put focus onto active windows, remove it again later
57 (mainly to speed up gui interaction when map isn't important).
58- cairo/win32 looks like shit (premultiplied alpha bug?)
59 (despite horrendous efforts, this is likely not fixable except by building a custom
60 libcairo for win32).
61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
62- the binding editor should have a append-record mode or something like that
63- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
64 and add column titles (also for other tables like inventory and bindings)
65- sliders do not change size after reconfigure.
66- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
67- investigate fill widget option.
68- win32, fow_tetxure sometimes nukes other textures
69 (mostly fixed, but still there: displays list and texture uploads do not go well together)
70- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
71- completer should know more about arguments, e.g. cast summon pet monster, 54- completer should know more about arguments, e.g. cast summon pet monster,
72 or that some commands do not take arguments ("drop all"). 55 or that some commands do not take arguments ("drop all").
73- textview should not snap to bottom on resize. 56- sliders do not change size after reconfigure.
74- alt+cursor == diagonal 57- enter runmode when cursor-key repeats (maybe not?)
75- look into extendedmapinfo
76- save only dirty cached maps, and save dirty maps != current map
77- try to synchronize local animation speed with server updates to save on screen refreshes.
78- player list from server for tell etc. commands
79- examine etc., should use extendeddrawinfo or sth. similar
80- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 58- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
81- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
82- performance: use texture collections for upstream server data instead if gobs 59- performance: use texture collections for upstream server data instead if gobs
83 of small textures. 60 of small textures.
84- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 61- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
85 affect neighbouring visible pixels (border bleeding).
86- pango fontsize measure and decrease to achieve real pixel height
87 62
88TEMPORARY SERVER TODO: 63TEMPORARY SERVER TODO:
64- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
89- palyer peaceful setting should be independen of game peaceful setting 65- palyer peaceful setting should be independen of game peaceful setting
90 (i.e. one should be able to become hostile against guards but still 66 (i.e. one should be able to become hostile against guards but still
91 be peaceful - the palyer peaceful would be toggled by priests and shown 67 be peaceful - the palyer peaceful would be toggled by priests and shown
92 in who, the game peaceful steting would be toggled by the peaceful command 68 in who, the game peaceful steting would be toggled by the peaceful command
93 but not otherwise shown). 69 but not otherwise shown).
94- pippij wants playerstealing to work between hostile players
95- attempt_jump tries to kick jumped-into monster,s but doesn't work 70- attempt_jump tries to kick jumped-into monster,s but doesn't work
96- 1) If you hide, and someone can see you trying to hide, you'll get a 71- 1) If you hide, and someone can see you trying to hide, you'll get a
97 message, even when you can't see that other person. 72 message, even when you can't see that other person.
98- 2) hiding exp is always 1, independant of how difficult it is to hide 73- 2) hiding exp is always 1, independant of how difficult it is to hide
99- 3) jumping into monsters does no damage, even though it's supposed to 74- 3) jumping into monsters does no damage, even though it's supposed to
100 be an attack (mentioned before). You also get no exp for this 75 be an attack (mentioned before). You also get no exp for this
101- 10) (feature request): bug/typo/idea commands to automatically log 76- 10) (feature request): bug/typo/idea commands to automatically log
102 your comments, with the mentioning of the current map (and perhaps an 77 your comments, with the mentioning of the current map (and perhaps an
103 item, if you do 'bug <item>'). 78 item, if you do 'bug <item>').
104 79
105set_face 4783 => 70 80
106libpng warning: Ignoring gAMA chunk with gamma=0 81 #TODO#d# display texture cache
107allocating id 71 82 {
108OK 83 glEnable GL_TEXTURE_2D;
109set_face 4782 => 71 84 glBindTexture GL_TEXTURE_2D, 41;
110libpng warning: Ignoring gAMA chunk with gamma=0 85 glColor 1, 1, 1, 1;
111allocating id 72 86 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
112OK 87 glEnable GL_BLEND;
113set_face 4781 => 72 88 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
114libpng warning: Ignoring gAMA chunk with gamma=0 89 glBegin GL_QUADS;
115allocating id 73 90 glTexCoord 0,1; glVertex 0,0;
116OK 91 glTexCoord 1,1; glVertex 255,0;
117set_face 4784 => 73 92 glTexCoord 1,0; glVertex 255,255;
118libpng warning: Ignoring gAMA chunk with gamma=0 93 glTexCoord 0,0; glVertex 0,255;
94 glEnd;
95 glDisable GL_BLEND;
96 glDisable GL_TEXTURE_2D;
97 }
119 98
120 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. 99 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.
121 /*first pass*/ 100 /*first pass*/
122 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 101 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/ 102 glDepthMask(FALSE); /*disable Z buffer*/

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