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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.131 by root, Mon Jun 5 05:33:18 2006 UTC vs.
Revision 1.249 by root, Sat Dec 9 02:21:25 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- EXTREMELY IMPORTANT
712:17 <@schmorp> will have to do that for gce too 7- PANGO: crashes when "xxx ""\n" in buffer and insrets return at "" with:
812:17 <@schmorp> remind me of it 8 Pango-ERROR **: file /build/buildd/pango1.0-1.14.7/./pango/pango-layout.c: line 1824 (pango_layout_line_get_char_direction): should not be reached
912:17 <@schmorp> qwhen i next bundle it
10 9
11- IMPORTANT; persistent podache 10- PANGO: create upstream-patch for inclusion into pango
12- IMPORTANT: vidmode change considered harmful 11- SERVER: document ext/mapinfo and cfplus.ext
13- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 12- SERVER: memleak like hell: probably event-related? (probably not real)
14 together with removing query dialog altogether. 13- LONG-TERM: party member health etc. status (needs player list, then trivial)
15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 14- LONG-TERM: map landmark labels
16- IMPORTANT: history for completer (cursor-up) 15- LONG-TERM: player on map name
17 16
18- message log/textview flickers on update. 17- IMPORTANT: stats during item creation == crash? (reported by Grak)
19- binding window and editor layout broken for long recordings 18- IMPORTANT: server-protocol/upgrade etc.
20- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 19- IMPORTANT: good installation instructions/problem faq.
21 (use popups, not buttons) 20- IMPORTANT: database creation parameters borked - fix and find upgrad epath
22- minor: skill list which shows XP and lets u bind stuff 21- FEATURE: beside the floorbox, have a recent inventory items box
22- fix the pod referencing - L<glossary/space> does not get you anywhere.
23 * possibly look into auto-marking (wiki-style) certain key sequences.
23 24
24should be solved/investitaged before release: 25should be solved/investigated before 1.0 release:
25- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
26 and add column titles (also for other tables like inventory and bindings) 27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
27- log messages received and commands sent to ~/.crossfire/log.$ip 28- when in history "mode", completer cannot access completions at all
28- the binding editor should have a append-record mode or something like that 29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
29- cairo/win32 looks like shit (premultiplied alpha bug?) 30- offer common options such as use_skill sense xxx etc. in inventory via menu?
30 (despite horrendous efforts, this is likely not fixable except by building a custom 31- buttons should support hovering visually
31 libcairo for win32). 32- notebooks should provide visual feedback (support from button class?)
33- floorbox out-of-screen after resizing (schmorp)
34- identify inventory hover slowness and fix it (schmorp)
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- playerbook/skills should have sensible tooltips with skill descriptions
37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts.
42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- what happened to the dialog being shown when modifiers are pressed, showing
44 keybindings for this modifier?
45
46post-1.0:
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit) 48 (after starting, press quit)
34- better focus management: put focus onto active windows, remove it again later 49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
35 (mainly to speed up gui interaction when map isn't important). 50- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
36- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 51 affect neighbouring visible pixels (border bleeding).
37- enter runmode when cursor-key repeats (maybe not?) 52- examine etc., should use extendeddrawinfo or sth. similar
38- mapmap (overview) - scroll visible area by clicking/dragging 53- player list from server for tell etc. commands
39- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 54- save only dirty cached maps, and save dirty maps != current map
40- maybe move window managing functionality into toplevel 55- look into extendedmapinfo
41- better window management (graphical feedback)
42- the player weight somehow updates strangely when dropping/picking up
43
44low priority:
45- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
46- investigate fill widget option.
47- win32, fow_tetxure sometimes nukes other textures
48 (mostly fixed, but still there: displays list and texture uploads do not go well together)
49- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
50- completer should know more about arguments, e.g. cast summon pet monster, 56- completer should know more about arguments, e.g. cast summon pet monster,
51 or that some commands do not take arguments ("drop all"). 57 or that some commands do not take arguments ("drop all").
52- textview should not snap to bottom on resize. 58- sliders do not change size after reconfigure.
53- alt+cursor == diagonal 59- enter runmode when cursor-key repeats (maybe not?)
54- look into extendedmapinfo
55- save only dirty cached maps, and save dirty maps != current map
56- try to synchronize local animation speed with server updates to save on screen refreshes.
57- player list from server for tell etc. commands
58- examine etc., should use extendeddrawinfo or sth. similar
59- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 60- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
60- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
61- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
62 of small textures. 62 of small textures.
63- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 63- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
64 affect neighbouring visible pixels (border bleeding).
65- pango fontsize measure and decrease to achieve real pixel height
66 64
67TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
66- 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 67- palyer peaceful setting should be independen of game peaceful setting
69 (i.e. one should be able to become hostile against guards but still 68 (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 69 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 70 in who, the game peaceful steting would be toggled by the peaceful command
72 but not otherwise shown). 71 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 72- 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 73- 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. 74 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 75- 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 76- 3) jumping into monsters does no damage, even though it's supposed to
79 be an attack (mentioned before). You also get no exp for this 77 be an attack (mentioned before). You also get no exp for this
80- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
81 your comments, with the mentioning of the current map (and perhaps an 79 your comments, with the mentioning of the current map (and perhaps an
82 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
83 81
84set_face 4783 => 70 82
85libpng warning: Ignoring gAMA chunk with gamma=0 83 #TODO#d# display texture cache
86allocating id 71 84 {
87OK 85 glEnable GL_TEXTURE_2D;
88set_face 4782 => 71 86 glBindTexture GL_TEXTURE_2D, 41;
89libpng warning: Ignoring gAMA chunk with gamma=0 87 glColor 1, 1, 1, 1;
90allocating id 72 88 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
91OK 89 glEnable GL_BLEND;
92set_face 4781 => 72 90 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
93libpng warning: Ignoring gAMA chunk with gamma=0 91 glBegin GL_QUADS;
94allocating id 73 92 glTexCoord 0,1; glVertex 0,0;
95OK 93 glTexCoord 1,1; glVertex 255,0;
96set_face 4784 => 73 94 glTexCoord 1,0; glVertex 255,255;
97libpng warning: Ignoring gAMA chunk with gamma=0 95 glTexCoord 0,0; glVertex 0,255;
96 glEnd;
97 glDisable GL_BLEND;
98 glDisable GL_TEXTURE_2D;
99 }
98 100
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. 101 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.
100 /*first pass*/ 102 /*first pass*/
101 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
102 glDepthMask(FALSE); /*disable Z buffer*/ 104 glDepthMask(FALSE); /*disable Z buffer*/

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