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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.194 by root, Wed Jul 5 00:23:06 2006 UTC vs.
Revision 1.248 by root, Sun Dec 3 01:03:49 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: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579. 13- IMPORTANT: stats during item creation == crash? (reported by Grak)
12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 14- IMPORTANT: server-protocol/upgrade etc.
13 => either using bg attribute, or something else. neither way is currently implementable, imho 15- IMPORTANT: good installation instructions/problem faq.
14 => or maybe using an extra icon for curses/magic items?) 16- IMPORTANT: database creation parameters borked - fix and find upgrad epath
15 maybe drag&drop, otherwise two containers side-by-side makes little sense. 17- FEATURE: beside the floorbox, have a recent inventory items box
16 show player weight/max weight in inventory 18- fix the pod referencing - L<glossary/space> does not get you anywhere.
17 offer common options such as use_skill sense xxx etc. in inventory via menu? 19 * possibly look into auto-marking (wiki-style) certain key sequences.
18 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not 20
19- notebook should provide a visual feedback (support form button class?) 21should be solved/investigated before 1.0 release:
20- IMPORTANT: store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) 22- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
21- skill page in playerbook 23- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
22- enable autopickup/disable in right-click menĂ¼ for map 24- when in history "mode", completer cannot access completions at all
23- help window close button
24- floorbox should show currently open container
25- make simple inventory filters: most recently added/changed, normal, only unlocked
26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! 25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- minor: skill list which shows XP and lets u bind stuff 26- offer common options such as use_skill sense xxx etc. in inventory via menu?
27- buttons should support hovering visually
28- notebooks should provide visual feedback (support from button class?)
29- floorbox out-of-screen after resizing (schmorp)
30- identify inventory hover slowness and fix it (schmorp)
31- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32- playerbook/skills should have sensible tooltips with skill descriptions
33- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
34- mapmap (overview) - scroll visible area by clicking/dragging
35- binding window and editor layout broken for long recordings => use scroller
36- maybe open the help viewer on the first start, or a simple dialog that
37 initially lists keybidings for gcfclient converts.
38- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
39- what happened to the dialog being shown when modifiers are pressed, showing
40 keybindings for this modifier?
41
42post-1.0:
28- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 43- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
29 (after starting, press quit) 44 (after starting, press quit)
30- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
31
32should be solved/investigated before 1.0 release:
33- mapmap (overview) - scroll visible area by clicking/dragging
34- binding window and editor layout broken for long recordings
35- maybe open the help viewer on the first start, or a simple dialog that
36 initially lists keybidings for gcfclient converts.
37- maybe support mb4/mb5 on selected widgets to facilitate scrolling
38 (inventory, spell list, messge log...) => marc
39- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?)
40- but fullscreen => minimize (alt-esc) => no way to go back [windows]
41- spell list => scroll down => "Pickup" => scrollbar not updated
42- what happened to the dialog being shown when modifiera are pressed, showing
43 keybindings for this modifier?
44- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
45
46post-1.0:
47- currently the font texture cache lacks "memory" (see texcache.c:tc_put) 45- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 46- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
49 affect neighbouring visible pixels (border bleeding). 47 affect neighbouring visible pixels (border bleeding).
50- examine etc., should use extendeddrawinfo or sth. similar 48- examine etc., should use extendeddrawinfo or sth. similar
51- player list from server for tell etc. commands 49- player list from server for tell etc. commands
52- save only dirty cached maps, and save dirty maps != current map 50- save only dirty cached maps, and save dirty maps != current map
53- look into extendedmapinfo 51- look into extendedmapinfo
54- completer should know more about arguments, e.g. cast summon pet monster, 52- completer should know more about arguments, e.g. cast summon pet monster,
55 or that some commands do not take arguments ("drop all"). 53 or that some commands do not take arguments ("drop all").
56- sliders do not change size after reconfigure. 54- sliders do not change size after reconfigure.
57- enter runmode when cursor-key repeats (maybe not?) 55- enter runmode when cursor-key repeats (maybe not?)
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- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 56- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63- performance: use texture collections for upstream server data instead if gobs 57- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 58 of small textures.
59- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
65 60
66TEMPORARY SERVER TODO: 61TEMPORARY SERVER TODO:
67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 62- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
68- palyer peaceful setting should be independen of game peaceful setting 63- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 64 (i.e. one should be able to become hostile against guards but still
70 be peaceful - the palyer peaceful would be toggled by priests and shown 65 be peaceful - the palyer peaceful would be toggled by priests and shown
71 in who, the game peaceful steting would be toggled by the peaceful command 66 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown). 67 but not otherwise shown).
73- pippij wants playerstealing to work between hostile players
74- attempt_jump tries to kick jumped-into monster,s but doesn't work 68- attempt_jump tries to kick jumped-into monster,s but doesn't work
75- 1) If you hide, and someone can see you trying to hide, you'll get a 69- 1) If you hide, and someone can see you trying to hide, you'll get a
76 message, even when you can't see that other person. 70 message, even when you can't see that other person.
77- 2) hiding exp is always 1, independant of how difficult it is to hide 71- 2) hiding exp is always 1, independant of how difficult it is to hide
78- 3) jumping into monsters does no damage, even though it's supposed to 72- 3) jumping into monsters does no damage, even though it's supposed to
98 glEnd; 92 glEnd;
99 glDisable GL_BLEND; 93 glDisable GL_BLEND;
100 glDisable GL_TEXTURE_2D; 94 glDisable GL_TEXTURE_2D;
101 } 95 }
102 96
103set_face 4783 => 70
104libpng warning: Ignoring gAMA chunk with gamma=0
105allocating id 71
106OK
107set_face 4782 => 71
108libpng warning: Ignoring gAMA chunk with gamma=0
109allocating id 72
110OK
111set_face 4781 => 72
112libpng warning: Ignoring gAMA chunk with gamma=0
113allocating id 73
114OK
115set_face 4784 => 73
116libpng warning: Ignoring gAMA chunk with gamma=0
117
118 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. 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.
119 /*first pass*/ 98 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/ 100 glDepthMask(FALSE); /*disable Z buffer*/
122 if (premultpliedTransparency) 101 if (premultpliedTransparency)

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