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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.195 by root, Wed Jul 5 01:53:24 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: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 13- IMPORTANT: stats during item creation == crash? (reported by Grak)
12 => either using bg attribute, or something else. neither way is currently implementable, imho 14- IMPORTANT: server-protocol/upgrade etc.
13 => or maybe using an extra icon for curses/magic items?) 15- IMPORTANT: good installation instructions/problem faq.
14 maybe drag&drop, otherwise two containers side-by-side makes little sense. 16- IMPORTANT: database creation parameters borked - fix and find upgrad epath
15 show player weight/max weight in inventory 17- FEATURE: beside the floorbox, have a recent inventory items box
16 offer common options such as use_skill sense xxx etc. in inventory via menu? 18- fix the pod referencing - L<glossary/space> does not get you anywhere.
17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not 19 * possibly look into auto-marking (wiki-style) certain key sequences.
18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes
19- the inventory needs separate scrollbars. unfortunately, that means
20 addign a manual scrollbar to the other panes (skills and spells :()
21- notebook should provide a visual feedback (support form button class?)
22- buttons should support hovering visually
23- skill page in playerbook
24- help window close button
25- floorbox should show currently open container
26- make simple inventory filters: most recently added/changed, normal, only unlocked
27- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
28- minor: skill list which shows XP and lets u bind stuff
29- experience
30- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
31 (after starting, press quit)
32- client sometimes crashes on Mapmenu=>Toggle autopickup
33- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
34 20
35should be solved/investigated before 1.0 release: 21should be solved/investigated before 1.0 release:
36- NPC dialog box should have close button which finishes the dialog 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
25- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
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)
37- mapmap (overview) - scroll visible area by clicking/dragging 34- mapmap (overview) - scroll visible area by clicking/dragging
38- binding window and editor layout broken for long recordings => use scroller 35- binding window and editor layout broken for long recordings => use scroller
39- maybe open the help viewer on the first start, or a simple dialog that 36- maybe open the help viewer on the first start, or a simple dialog that
40 initially lists keybidings for gcfclient converts. 37 initially lists keybidings for gcfclient converts.
41- maybe support mb4/mb5 on selected widgets to facilitate scrolling
42 (inventory, spell list, messge log...) => marc
43- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 38- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
44- but fullscreen => minimize (alt-esc) => no way to go back [windows]
45- spell list => scroll down => "Pickup" => scrollbar not updated
46- what happened to the dialog being shown when modifiers are pressed, showing 39- what happened to the dialog being shown when modifiers are pressed, showing
47 keybindings for this modifier? 40 keybindings for this modifier?
48- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
49 41
50post-1.0: 42post-1.0:
51- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) 43- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
52 (maybe sth. else causes the slowness, such as database?) 44 (after starting, press quit)
53- 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)
54- 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
55 affect neighbouring visible pixels (border bleeding). 47 affect neighbouring visible pixels (border bleeding).
56- examine etc., should use extendeddrawinfo or sth. similar 48- examine etc., should use extendeddrawinfo or sth. similar
57- player list from server for tell etc. commands 49- player list from server for tell etc. commands
58- save only dirty cached maps, and save dirty maps != current map 50- save only dirty cached maps, and save dirty maps != current map
59- look into extendedmapinfo 51- look into extendedmapinfo
60- 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,
61 or that some commands do not take arguments ("drop all"). 53 or that some commands do not take arguments ("drop all").
62- sliders do not change size after reconfigure. 54- sliders do not change size after reconfigure.
63- enter runmode when cursor-key repeats (maybe not?) 55- enter runmode when cursor-key repeats (maybe not?)
64- cairo/win32 looks like shit (premultiplied alpha bug?)
65 (despite horrendous efforts, this is likely not fixable except by building a custom
66 libcairo for win32).
67 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
68- 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.).
69- performance: use texture collections for upstream server data instead if gobs 57- performance: use texture collections for upstream server data instead if gobs
70 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
71 60
72TEMPORARY SERVER TODO: 61TEMPORARY SERVER TODO:
73- 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 :)
74- palyer peaceful setting should be independen of game peaceful setting 63- palyer peaceful setting should be independen of game peaceful setting
75 (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
76 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
77 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
78 but not otherwise shown). 67 but not otherwise shown).
79- pippij wants playerstealing to work between hostile players
80- 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
81- 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
82 message, even when you can't see that other person. 70 message, even when you can't see that other person.
83- 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
84- 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
104 glEnd; 92 glEnd;
105 glDisable GL_BLEND; 93 glDisable GL_BLEND;
106 glDisable GL_TEXTURE_2D; 94 glDisable GL_TEXTURE_2D;
107 } 95 }
108 96
109set_face 4783 => 70
110libpng warning: Ignoring gAMA chunk with gamma=0
111allocating id 71
112OK
113set_face 4782 => 71
114libpng warning: Ignoring gAMA chunk with gamma=0
115allocating id 72
116OK
117set_face 4781 => 72
118libpng warning: Ignoring gAMA chunk with gamma=0
119allocating id 73
120OK
121set_face 4784 => 73
122libpng warning: Ignoring gAMA chunk with gamma=0
123
124 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.
125 /*first pass*/ 98 /*first pass*/
126 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 99 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
127 glDepthMask(FALSE); /*disable Z buffer*/ 100 glDepthMask(FALSE); /*disable Z buffer*/
128 if (premultpliedTransparency) 101 if (premultpliedTransparency)

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