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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.177 by elmex, Wed Jun 28 09:45:10 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- IPORTANT³: server crashes 10- PANGO: create upstream-patch for inclusion into pango
12>In the ruins of Narcopin lies the tomb of Aljwaf. 11- SERVER: document ext/mapinfo and cfplus.ext
13... 12- SERVER: memleak like hell: probably event-related? (probably not real)
14.. 13- LONG-TERM: party member health etc. status (needs player list, then trivial)
15many dangers, great rew< 14- LONG-TERM: map landmark labels
16- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client 15- LONG-TERM: player on map name
17 crashe son every startup.
18- IMPORTANT: running over or pickung up large stacks is etxremely slow.
19- IMPORTANT: bind to key should always be verbose (DONE)
20 (elmex: what is meant by 'verbose' ?)
21 (^ whats being bound to a key, see other, similar, menu entries?)
22- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
23- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
24 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
25- IMPORTANT: texture reload not working on scaras machine (maybe now)
26- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
27- IMPORTANT: discuss topmost menu, minor issues
28 16
17- IMPORTANT: stats during item creation == crash? (reported by Grak)
18- IMPORTANT: server-protocol/upgrade etc.
19- IMPORTANT: good installation instructions/problem faq.
20- IMPORTANT: database creation parameters borked - fix and find upgrad epath
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.
24
29should be solved/investitaged before BETA release: 25should be solved/investigated before 1.0 release:
26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
27- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
28- when in history "mode", completer cannot access completions at all
30- binding keys is too complicated in the general case => disucss 29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
31- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 30- offer common options such as use_skill sense xxx etc. in inventory via menu?
32- the binding dialog is sometimes behind all windows 31- buttons should support hovering visually
33- maybe support mb4/mb5 on selected widgets to facilitate scrolling 32- notebooks should provide visual feedback (support from button class?)
34 (inventory, spell list, messge log...) => marc 33- floorbox out-of-screen after resizing (schmorp)
35- add lmb mouse = cast, mmb2 = invoke or so to spell list. 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
36- maybe open the help viewer on the first start, or a simple dialog that 40- maybe open the help viewer on the first start, or a simple dialog that
37 initially lists keybidings for gcfclient converts. 41 initially lists keybidings for gcfclient converts.
38- binding window and editor layout broken for long recordings 42- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
39- minor: skill list which shows XP and lets u bind stuff 43- what happened to the dialog being shown when modifiers are pressed, showing
44 keybindings for this modifier?
45
46post-1.0:
40- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
41 (after starting, press quit) 48 (after starting, press quit)
42- mapmap (overview) - scroll visible area by clicking/dragging 49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
43- maybe move window managing functionality into toplevel: better window management (graphical feedback) 50- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
44- the player weight somehow updates strangely when dropping/picking up 51 affect neighbouring visible pixels (border bleeding).
45 (update: is this still the case?) 52- examine etc., should use extendeddrawinfo or sth. similar
46 53- player list from server for tell etc. commands
47should be solved/investigated before 1.0 release: 54- save only dirty cached maps, and save dirty maps != current map
48- spell list => scroll down => "Pickup" => scrollbar not updated 55- look into extendedmapinfo
49- what happened to the dialog being shown when modifiera are pressed, showing
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
53- enter runmode when cursor-key repeats (maybe not?)
54- better focus management: put focus onto active windows, remove it again later
55 (mainly to speed up gui interaction when map isn't important).
56- cairo/win32 looks like shit (premultiplied alpha bug?)
57 (despite horrendous efforts, this is likely not fixable except by building a custom
58 libcairo for win32).
59 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
60- the binding editor should have a append-record mode or something like that
61- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
62 and add column titles (also for other tables like inventory and bindings)
63- sliders do not change size after reconfigure.
64- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
65- investigate fill widget option.
66- win32, fow_tetxure sometimes nukes other textures
67 (mostly fixed, but still there: displays list and texture uploads do not go well together)
68- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
69- 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,
70 or that some commands do not take arguments ("drop all"). 57 or that some commands do not take arguments ("drop all").
71- textview should not snap to bottom on resize. 58- sliders do not change size after reconfigure.
72- alt+cursor == diagonal 59- enter runmode when cursor-key repeats (maybe not?)
73- look into extendedmapinfo
74- save only dirty cached maps, and save dirty maps != current map
75- try to synchronize local animation speed with server updates to save on screen refreshes.
76- player list from server for tell etc. commands
77- examine etc., should use extendeddrawinfo or sth. similar
78- 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.).
79- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
80- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
81 of small textures. 62 of small textures.
82- 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
83 affect neighbouring visible pixels (border bleeding).
84- pango fontsize measure and decrease to achieve real pixel height
85 64
86TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
87- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
88 (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
89 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
90 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
91 but not otherwise shown). 71 but not otherwise shown).
92- pippij wants playerstealing to work between hostile players
93- 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
94- 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
95 message, even when you can't see that other person. 74 message, even when you can't see that other person.
96- 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
97- 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
98 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
99- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
100 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
101 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
102 81
103set_face 4783 => 70 82
104libpng warning: Ignoring gAMA chunk with gamma=0 83 #TODO#d# display texture cache
105allocating id 71 84 {
106OK 85 glEnable GL_TEXTURE_2D;
107set_face 4782 => 71 86 glBindTexture GL_TEXTURE_2D, 41;
108libpng warning: Ignoring gAMA chunk with gamma=0 87 glColor 1, 1, 1, 1;
109allocating id 72 88 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
110OK 89 glEnable GL_BLEND;
111set_face 4781 => 72 90 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
112libpng warning: Ignoring gAMA chunk with gamma=0 91 glBegin GL_QUADS;
113allocating id 73 92 glTexCoord 0,1; glVertex 0,0;
114OK 93 glTexCoord 1,1; glVertex 255,0;
115set_face 4784 => 73 94 glTexCoord 1,0; glVertex 255,255;
116libpng 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 }
117 100
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. 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.
119 /*first pass*/ 102 /*first pass*/
120 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
121 glDepthMask(FALSE); /*disable Z buffer*/ 104 glDepthMask(FALSE); /*disable Z buffer*/

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