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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.125 by root, Mon Jun 5 01:22:07 2006 UTC vs.
Revision 1.252 by root, Tue Dec 19 23:24:04 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- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 8- ice in /whalingoutpost/misc/castle1
12 together with removing query dialog altogether. 9 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13- IMPORTANT: statusbox tooltip must not go away on updates 10- PANGO: create upstream-patch for inclusion into pango
14- IMPORTANT: history for completer (cursor-up) 11- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 12- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: stats window looks like shit initially (widget allocation?) 13- LONG-TERM: party member health etc. status (needs player list, then trivial)
14- LONG-TERM: map landmark labels
15- LONG-TERM: player on map name
17 16
18- binding window and editor layout broken for long recordings 17- player speed is only shown as current, not unencumbered max as in gcfclient
19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 18- IMPORTANT: stats during item creation == crash? (reported by Grak)
20- minor: skill list which shows XP and lets u bind stuff 19- IMPORTANT: server-protocol/upgrade etc.
20- IMPORTANT: good installation instructions/problem faq.
21- IMPORTANT: database creation parameters borked - fix and find upgrad epath
22- FEATURE: beside the floorbox, have a recent inventory items box
23- fix the pod referencing - L<glossary/space> does not get you anywhere.
24 * possibly look into auto-marking (wiki-style) certain key sequences.
21 25
22should be solved/investitaged before release: 26should be solved/investigated before 1.0 release:
23- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 27- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
24 and add column titles (also for other tables like inventory and bindings) 28- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
25- log messages received and commands sent to ~/.crossfire/log.$ip 29- when in history "mode", completer cannot access completions at all
26- the binding editor should have a append-record mode or something like that 30- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- rethink message display in lower left corner 31- offer common options such as use_skill sense xxx etc. in inventory via menu?
28- cairo/win32 looks like shit (premultiplied alpha bug?) 32- buttons should support hovering visually
33- notebooks should provide visual feedback (support from button class?)
34- floorbox out-of-screen after resizing (schmorp)
35- identify inventory hover slowness and fix it (schmorp)
36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
37- playerbook/skills should have sensible tooltips with skill descriptions
38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
39- mapmap (overview) - scroll visible area by clicking/dragging
40- binding window and editor layout broken for long recordings => use scroller
41- maybe open the help viewer on the first start, or a simple dialog that
42 initially lists keybidings for gcfclient converts.
43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
44- what happened to the dialog being shown when modifiers are pressed, showing
45 keybindings for this modifier?
46
47post-1.0:
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 48- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
30 (after starting, press quit) 49 (after starting, press quit)
31- better focus management: put focus onto active windows, remove it again later 50- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
32- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 51- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
33- enter runmode when cursor-key repeats (maybe not?) 52 affect neighbouring visible pixels (border bleeding).
34- mapmap (overview) - scroll visible area by clicking/dragging 53- examine etc., should use extendeddrawinfo or sth. similar
35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 54- player list from server for tell etc. commands
36- maybe move window managing functionality into toplevel 55- save only dirty cached maps, and save dirty maps != current map
37- better window management (graphical feedback) 56- look into extendedmapinfo
38- the player weight somehow updates strangely when dropping/picking up
39
40low priority:
41- win32, fow_tetxure sometimes nukes other textures
42 (mostly fixed, but still there: displays list and texture uploads do not go well together)
43- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
44- completer should know more about arguments, e.g. cast summon pet monster, 57- completer should know more about arguments, e.g. cast summon pet monster,
45 or that some commands do not take arguments ("drop all"). 58 or that some commands do not take arguments ("drop all").
46- textview should not snap to bottom on resize. 59- sliders do not change size after reconfigure.
47- alt+cursor == diagonal 60- enter runmode when cursor-key repeats (maybe not?)
48- look into extendedmapinfo
49- save only dirty cached maps, and save dirty maps != current map
50- try to synchronize local animation speed with server updates to save on screen refreshes.
51- player list from server for tell etc. commands
52- examine etc., should use extendeddrawinfo or sth. similar
53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 61- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
54- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
55- performance: use texture collections for upstream server data instead if gobs 62- performance: use texture collections for upstream server data instead if gobs
56 of small textures. 63 of small textures.
57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 64- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
58 affect neighbouring visible pixels (border bleeding).
59- pango fontsize measure and decrease to achieve real pixel height
60 65
61TEMPORARY SERVER TODO: 66TEMPORARY SERVER TODO:
67- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
62- palyer peaceful setting should be independen of game peaceful setting 68- palyer peaceful setting should be independen of game peaceful setting
63 (i.e. one should be able to become hostile against guards but still 69 (i.e. one should be able to become hostile against guards but still
64 be peaceful - the palyer peaceful would be toggled by priests and shown 70 be peaceful - the palyer peaceful would be toggled by priests and shown
65 in who, the game peaceful steting would be toggled by the peaceful command 71 in who, the game peaceful steting would be toggled by the peaceful command
66 but not otherwise shown). 72 but not otherwise shown).
67- pippij wants playerstealing to work between hostile players
68- attempt_jump tries to kick jumped-into monster,s but doesn't work 73- attempt_jump tries to kick jumped-into monster,s but doesn't work
69- 1) If you hide, and someone can see you trying to hide, you'll get a 74- 1) If you hide, and someone can see you trying to hide, you'll get a
70 message, even when you can't see that other person. 75 message, even when you can't see that other person.
71- 2) hiding exp is always 1, independant of how difficult it is to hide 76- 2) hiding exp is always 1, independant of how difficult it is to hide
72- 3) jumping into monsters does no damage, even though it's supposed to 77- 3) jumping into monsters does no damage, even though it's supposed to
73 be an attack (mentioned before). You also get no exp for this 78 be an attack (mentioned before). You also get no exp for this
74- 10) (feature request): bug/typo/idea commands to automatically log 79- 10) (feature request): bug/typo/idea commands to automatically log
75 your comments, with the mentioning of the current map (and perhaps an 80 your comments, with the mentioning of the current map (and perhaps an
76 item, if you do 'bug <item>'). 81 item, if you do 'bug <item>').
77 82
78set_face 4783 => 70 83
79libpng warning: Ignoring gAMA chunk with gamma=0 84 #TODO#d# display texture cache
80allocating id 71 85 {
81OK 86 glEnable GL_TEXTURE_2D;
82set_face 4782 => 71 87 glBindTexture GL_TEXTURE_2D, 41;
83libpng warning: Ignoring gAMA chunk with gamma=0 88 glColor 1, 1, 1, 1;
84allocating id 72 89 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
85OK 90 glEnable GL_BLEND;
86set_face 4781 => 72 91 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
87libpng warning: Ignoring gAMA chunk with gamma=0 92 glBegin GL_QUADS;
88allocating id 73 93 glTexCoord 0,1; glVertex 0,0;
89OK 94 glTexCoord 1,1; glVertex 255,0;
90set_face 4784 => 73 95 glTexCoord 1,0; glVertex 255,255;
91libpng warning: Ignoring gAMA chunk with gamma=0 96 glTexCoord 0,0; glVertex 0,255;
97 glEnd;
98 glDisable GL_BLEND;
99 glDisable GL_TEXTURE_2D;
100 }
92 101
93 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. 102 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.
94 /*first pass*/ 103 /*first pass*/
95 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 104 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
96 glDepthMask(FALSE); /*disable Z buffer*/ 105 glDepthMask(FALSE); /*disable Z buffer*/

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