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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.183 by root, Thu Jun 29 21:47:48 2006 UTC vs.
Revision 1.251 by root, Wed Dec 13 17:30:02 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- ganondorf wants the complete to grow, never shrink
712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 7
11- IPORTANT³: server crashes 8- ice in /whalingoutpost/misc/castle1
12>In the ruins of Narcopin lies the tomb of Aljwaf. 9 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13... 10- PANGO: create upstream-patch for inclusion into pango
14.. 11- SERVER: document ext/mapinfo and cfplus.ext
15many dangers, great rew< 12- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: wreight doesn't get updated on taking something, only when dropping. 13- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- IMPORTANT: running over or pickung up large stacks is etxremely slow 14- LONG-TERM: map landmark labels
18 = it still takes "long", but is orders of magnitude faster 15- LONG-TERM: player on map name
19- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
20- IMPORTANT: texture reload not working on scaras machine (maybe now)
21 tetxure reload works. but fullscreen => minimize => no way to go back
22- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
23- IMPORTANT: discuss topmost menu, minor issues
2401:17 <Scara> ich habs grad nochmal getestet, es ist so das wenn ein item mit shift +
25 leftclick gedropped wird verbliebt ein bild davon im inventory, anders
26 wenn man mit dem befehl "drop *" etwas dropped verschwindet es aus dem
27 inventory, wird etwas mit middle click gegessen bleibt es auch im
28 inventory, auch wenn es eigendlich nicht dort ist
29 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.
30 24
31should be solved/investitaged before BETA release: 25should be solved/investigated before 1.0 release:
32- floorbox should show currently open container 26- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
33- make simple inventory filters: most recently added/changed, normal, only unlocked 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
34- binding keys is too complicated in the general case => disucss 29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35- 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?
36- maybe support mb4/mb5 on selected widgets to facilitate scrolling 31- buttons should support hovering visually
37 (inventory, spell list, messge log...) => marc 32- notebooks should provide visual feedback (support from button class?)
38- add lmb mouse = cast, mmb2 = invoke or so to spell list. 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
39- 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
40 initially lists keybidings for gcfclient converts. 41 initially lists keybidings for gcfclient converts.
41- 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?)
42- 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:
43- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 47- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
44 (after starting, press quit) 48 (after starting, press quit)
45- mapmap (overview) - scroll visible area by clicking/dragging 49- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
46- 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
47 51 affect neighbouring visible pixels (border bleeding).
48should be solved/investigated before 1.0 release: 52- examine etc., should use extendeddrawinfo or sth. similar
49- spell list => scroll down => "Pickup" => scrollbar not updated 53- player list from server for tell etc. commands
50- what happened to the dialog being shown when modifiera are pressed, showing 54- save only dirty cached maps, and save dirty maps != current map
51 keybindings for this modifier? 55- look into extendedmapinfo
52- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
53- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
54- enter runmode when cursor-key repeats (maybe not?)
55- better focus management: put focus onto active windows, remove it again later
56 (mainly to speed up gui interaction when map isn't important).
57- cairo/win32 looks like shit (premultiplied alpha bug?)
58 (despite horrendous efforts, this is likely not fixable except by building a custom
59 libcairo for win32).
60 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
61- the binding editor should have a append-record mode or something like that
62- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
63 and add column titles (also for other tables like inventory and bindings)
64- sliders do not change size after reconfigure.
65- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
66- investigate fill widget option.
67- win32, fow_tetxure sometimes nukes other textures
68 (mostly fixed, but still there: displays list and texture uploads do not go well together)
69- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
70- 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,
71 or that some commands do not take arguments ("drop all"). 57 or that some commands do not take arguments ("drop all").
72- textview should not snap to bottom on resize. 58- sliders do not change size after reconfigure.
73- alt+cursor == diagonal 59- enter runmode when cursor-key repeats (maybe not?)
74- look into extendedmapinfo
75- save only dirty cached maps, and save dirty maps != current map
76- try to synchronize local animation speed with server updates to save on screen refreshes.
77- player list from server for tell etc. commands
78- examine etc., should use extendeddrawinfo or sth. similar
79- 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.).
80- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
81- performance: use texture collections for upstream server data instead if gobs 61- performance: use texture collections for upstream server data instead if gobs
82 of small textures. 62 of small textures.
83- 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
84 affect neighbouring visible pixels (border bleeding).
85- pango fontsize measure and decrease to achieve real pixel height
86 64
87TEMPORARY SERVER TODO: 65TEMPORARY SERVER TODO:
66- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
88- palyer peaceful setting should be independen of game peaceful setting 67- palyer peaceful setting should be independen of game peaceful setting
89 (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
90 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
91 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
92 but not otherwise shown). 71 but not otherwise shown).
93- pippij wants playerstealing to work between hostile players
94- 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
95- 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
96 message, even when you can't see that other person. 74 message, even when you can't see that other person.
97- 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
98- 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
99 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
100- 10) (feature request): bug/typo/idea commands to automatically log 78- 10) (feature request): bug/typo/idea commands to automatically log
101 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
102 item, if you do 'bug <item>'). 80 item, if you do 'bug <item>').
103 81
104set_face 4783 => 70 82
105libpng warning: Ignoring gAMA chunk with gamma=0 83 #TODO#d# display texture cache
106allocating id 71 84 {
107OK 85 glEnable GL_TEXTURE_2D;
108set_face 4782 => 71 86 glBindTexture GL_TEXTURE_2D, 41;
109libpng warning: Ignoring gAMA chunk with gamma=0 87 glColor 1, 1, 1, 1;
110allocating id 72 88 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
111OK 89 glEnable GL_BLEND;
112set_face 4781 => 72 90 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
113libpng warning: Ignoring gAMA chunk with gamma=0 91 glBegin GL_QUADS;
114allocating id 73 92 glTexCoord 0,1; glVertex 0,0;
115OK 93 glTexCoord 1,1; glVertex 255,0;
116set_face 4784 => 73 94 glTexCoord 1,0; glVertex 255,255;
117libpng 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 }
118 100
119 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.
120 /*first pass*/ 102 /*first pass*/
121 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
122 glDepthMask(FALSE); /*disable Z buffer*/ 104 glDepthMask(FALSE); /*disable Z buffer*/

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