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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.127 by root, Mon Jun 5 02:25:10 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: toggle stats/messgae log window to visible while character creation is active. 15- IMPORTANT: database creation parameters borked - fix and find upgrad epath
14- IMPORTANT: history for completer (cursor-up) 16- FEATURE: beside the floorbox, have a recent inventory items box
17- fix the pod referencing - L<glossary/space> does not get you anywhere.
18 * possibly look into auto-marking (wiki-style) certain key sequences.
15 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
16- binding window and editor layout broken for long recordings 34- binding window and editor layout broken for long recordings => use scroller
17- 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
18- 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?
19 40
20should be solved/investitaged before release: 41post-1.0:
21- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
22 and add column titles (also for other tables like inventory and bindings)
23- log messages received and commands sent to ~/.crossfire/log.$ip
24- the binding editor should have a append-record mode or something like that
25- rethink message display in lower left corner
26- cairo/win32 looks like shit (premultiplied alpha bug?)
27 (despite horrendous efforts, this is likely not fixable except by building a custom
28 libcairo for win32).
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, press quit) 43 (after starting, press quit)
31- 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)
32 (mainly to speed up gui interaction when map isn't important). 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
33- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 46 affect neighbouring visible pixels (border bleeding).
34- enter runmode when cursor-key repeats (maybe not?) 47- examine etc., should use extendeddrawinfo or sth. similar
35- mapmap (overview) - scroll visible area by clicking/dragging 48- player list from server for tell etc. commands
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 49- save only dirty cached maps, and save dirty maps != current map
37- maybe move window managing functionality into toplevel 50- look into extendedmapinfo
38- better window management (graphical feedback)
39- the player weight somehow updates strangely when dropping/picking up
40
41low priority:
42- win32, fow_tetxure sometimes nukes other textures
43 (mostly fixed, but still there: displays list and texture uploads do not go well together)
44- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
45- 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,
46 or that some commands do not take arguments ("drop all"). 52 or that some commands do not take arguments ("drop all").
47- textview should not snap to bottom on resize. 53- sliders do not change size after reconfigure.
48- alt+cursor == diagonal 54- enter runmode when cursor-key repeats (maybe not?)
49- look into extendedmapinfo
50- save only dirty cached maps, and save dirty maps != current map
51- try to synchronize local animation speed with server updates to save on screen refreshes.
52- player list from server for tell etc. commands
53- examine etc., should use extendeddrawinfo or sth. similar
54- 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.).
55- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
56- performance: use texture collections for upstream server data instead if gobs 56- performance: use texture collections for upstream server data instead if gobs
57 of small textures. 57 of small textures.
58- 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
59 affect neighbouring visible pixels (border bleeding).
60- pango fontsize measure and decrease to achieve real pixel height
61 59
62TEMPORARY SERVER TODO: 60TEMPORARY SERVER TODO:
61- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
63- palyer peaceful setting should be independen of game peaceful setting 62- palyer peaceful setting should be independen of game peaceful setting
64 (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
65 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
66 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
67 but not otherwise shown). 66 but not otherwise shown).
68- pippij wants playerstealing to work between hostile players
69- 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
70- 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
71 message, even when you can't see that other person. 69 message, even when you can't see that other person.
72- 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
73- 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
74 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
75- 10) (feature request): bug/typo/idea commands to automatically log 73- 10) (feature request): bug/typo/idea commands to automatically log
76 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
77 item, if you do 'bug <item>'). 75 item, if you do 'bug <item>').
78 76
79set_face 4783 => 70 77
80libpng warning: Ignoring gAMA chunk with gamma=0 78 #TODO#d# display texture cache
81allocating id 71 79 {
82OK 80 glEnable GL_TEXTURE_2D;
83set_face 4782 => 71 81 glBindTexture GL_TEXTURE_2D, 41;
84libpng warning: Ignoring gAMA chunk with gamma=0 82 glColor 1, 1, 1, 1;
85allocating id 72 83 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
86OK 84 glEnable GL_BLEND;
87set_face 4781 => 72 85 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
88libpng warning: Ignoring gAMA chunk with gamma=0 86 glBegin GL_QUADS;
89allocating id 73 87 glTexCoord 0,1; glVertex 0,0;
90OK 88 glTexCoord 1,1; glVertex 255,0;
91set_face 4784 => 73 89 glTexCoord 1,0; glVertex 255,255;
92libpng 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 }
93 95
94 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.
95 /*first pass*/ 97 /*first pass*/
96 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 98 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
97 glDepthMask(FALSE); /*disable Z buffer*/ 99 glDepthMask(FALSE); /*disable Z buffer*/

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