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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.123 by root, Mon Jun 5 00:17:47 2006 UTC vs.
Revision 1.247 by root, Mon Nov 20 16:41:46 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- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 13- IMPORTANT: server-protocol/upgrade etc.
12 together with removing query dialog altogether. 14- IMPORTANT: good installation instructions/problem faq.
13- IMPORTANT: message log window often loses contents after refreshes/res switches 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14 (m,aybe not, maybe after loging out and in again?) 16- FEATURE: beside the floorbox, have a recent inventory items box
15 also: message log window now visibly flickers, must be soem horrid bug 17- fix the pod referencing - L<glossary/space> does not get you anywhere.
16- IMPORTANT: statusbox update timer 18 * possibly look into auto-marking (wiki-style) certain key sequences.
17- IMPORTANT: statusbox tooltip must not go away on updates
18- IMPORTANT: history for completer (cursor-up)
19- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
20- IMPORTANT: stats window looks like shit initially (widget allocation?)
21 19
20should be solved/investigated before 1.0 release:
21- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
22- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
23- when in history "mode", completer cannot access completions at all
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
25- offer common options such as use_skill sense xxx etc. in inventory via menu?
26- buttons should support hovering visually
27- notebooks should provide visual feedback (support from button class?)
28- floorbox out-of-screen after resizing (schmorp)
29- identify inventory hover slowness and fix it (schmorp)
30- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
31- playerbook/skills should have sensible tooltips with skill descriptions
32- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
33- mapmap (overview) - scroll visible area by clicking/dragging
22- binding window and editor layout broken for long recordings 34- binding window and editor layout broken for long recordings => use scroller
23- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 35- maybe open the help viewer on the first start, or a simple dialog that
24- minor: skill list which shows XP and lets u bind stuff 36 initially lists keybidings for gcfclient converts.
37- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
38- what happened to the dialog being shown when modifiers are pressed, showing
39 keybindings for this modifier?
25 40
26should be solved/investitaged before release: 41post-1.0:
27- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
28 and add column titles (also for other tables like inventory and bindings)
29- log messages received and commands sent to ~/.crossfire/log.$ip
30- the binding editor should have a append-record mode or something like that
31- rethink message display in lower left corner
32- cairo/win32 looks like shit (premultiplied alpha bug?)
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit) 43 (after starting, press quit)
35- better focus management: put focus onto active windows, remove it again later 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
37- enter runmode when cursor-key repeats (maybe not?) 46 affect neighbouring visible pixels (border bleeding).
38- mapmap (overview) - scroll visible area by clicking/dragging 47- examine etc., should use extendeddrawinfo or sth. similar
39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 48- player list from server for tell etc. commands
40- maybe move window managing functionality into toplevel 49- save only dirty cached maps, and save dirty maps != current map
41- better window management (graphical feedback) 50- look into extendedmapinfo
42- the player weight somehow updates strangely when dropping/picking up
43
44low priority:
45- win32, fow_tetxure sometimes nukes other textures
46 (mostly fixed, but still there: displays list and texture uploads do not go well together)
47- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
48- completer should know more about arguments, e.g. cast summon pet monster, 51- completer should know more about arguments, e.g. cast summon pet monster,
49 or that some commands do not take arguments ("drop all"). 52 or that some commands do not take arguments ("drop all").
50- textview should not snap to bottom on resize. 53- sliders do not change size after reconfigure.
51- alt+cursor == diagonal 54- enter runmode when cursor-key repeats (maybe not?)
52- look into extendedmapinfo
53- save only dirty cached maps, and save dirty maps != current map
54- try to synchronize local animation speed with server updates to save on screen refreshes.
55- player list from server for tell etc. commands
56- examine etc., should use extendeddrawinfo or sth. similar
57- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 55- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
58- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
59- performance: use texture collections for upstream server data instead if gobs 56- performance: use texture collections for upstream server data instead if gobs
60 of small textures. 57 of small textures.
61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 58- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
62 affect neighbouring visible pixels (border bleeding).
63- pango fontsize measure and decrease to achieve real pixel height
64 59
65TEMPORARY SERVER TODO: 60TEMPORARY SERVER TODO:
61- 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 62- palyer peaceful setting should be independen of game peaceful setting
67 (i.e. one should be able to become hostile against guards but still 63 (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 64 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 65 in who, the game peaceful steting would be toggled by the peaceful command
70 but not otherwise shown). 66 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 67- 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 68- 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. 69 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 70- 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 71- 3) jumping into monsters does no damage, even though it's supposed to
77 be an attack (mentioned before). You also get no exp for this 72 be an attack (mentioned before). You also get no exp for this
78- 10) (feature request): bug/typo/idea commands to automatically log 73- 10) (feature request): bug/typo/idea commands to automatically log
79 your comments, with the mentioning of the current map (and perhaps an 74 your comments, with the mentioning of the current map (and perhaps an
80 item, if you do 'bug <item>'). 75 item, if you do 'bug <item>').
81 76
82set_face 4783 => 70 77
83libpng warning: Ignoring gAMA chunk with gamma=0 78 #TODO#d# display texture cache
84allocating id 71 79 {
85OK 80 glEnable GL_TEXTURE_2D;
86set_face 4782 => 71 81 glBindTexture GL_TEXTURE_2D, 41;
87libpng warning: Ignoring gAMA chunk with gamma=0 82 glColor 1, 1, 1, 1;
88allocating id 72 83 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
89OK 84 glEnable GL_BLEND;
90set_face 4781 => 72 85 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
91libpng warning: Ignoring gAMA chunk with gamma=0 86 glBegin GL_QUADS;
92allocating id 73 87 glTexCoord 0,1; glVertex 0,0;
93OK 88 glTexCoord 1,1; glVertex 255,0;
94set_face 4784 => 73 89 glTexCoord 1,0; glVertex 255,255;
95libpng warning: Ignoring gAMA chunk with gamma=0 90 glTexCoord 0,0; glVertex 0,255;
91 glEnd;
92 glDisable GL_BLEND;
93 glDisable GL_TEXTURE_2D;
94 }
96 95
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. 96 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.
98 /*first pass*/ 97 /*first pass*/
99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 98 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
100 glDepthMask(FALSE); /*disable Z buffer*/ 99 glDepthMask(FALSE); /*disable Z buffer*/

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