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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.197 by root, Wed Jul 5 02:33:59 2006 UTC vs.
Revision 1.254 by root, Tue Jan 9 22:51:11 2007 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
4macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 6http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 7
612:17 <@schmorp> i do list all libs manually for pclient 8- ganondorf wants the complete to grow, never shrink
712:17 <@schmorp> will have to do that for gce too 9- keypad-enter does not do the same as return in text entries
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 11- ice in /whalingoutpost/misc/castle1
12 => either using bg attribute, or something else. neither way is currently implementable, imho 12 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13 => or maybe using an extra icon for curses/magic items?) 13- PANGO: create upstream-patch for inclusion into pango
14 maybe drag&drop, otherwise two containers side-by-side makes little sense. 14- SERVER: document ext/mapinfo and cfplus.ext
15 show player weight/max weight in inventory 15- SERVER: memleak like hell: probably event-related? (probably not real)
16 offer common options such as use_skill sense xxx etc. in inventory via menu? 16- LONG-TERM: party member health etc. status (needs player list, then trivial)
17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not 17- LONG-TERM: map landmark labels
18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes 18- LONG-TERM: player on map name
19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies) 19
20- the inventory needs separate scrollbars. unfortunately, that means 20- player speed is only shown as current, not unencumbered max as in gcfclient
21 addign a manual scrollbar to the other panes (skills and spells :() 21- IMPORTANT: stats during item creation == crash? (reported by Grak)
22- notebook should provide a visual feedback (support form button class?) 22- IMPORTANT: server-protocol/upgrade etc.
23- buttons should support hovering visually 23- IMPORTANT: good installation instructions/problem faq.
24- experience change messages should include skill experience 24- IMPORTANT: database creation parameters borked - fix and find upgrad epath
25- skill page in playerbook 25- FEATURE: beside the floorbox, have a recent inventory items box
26- help window close button 26- fix the pod referencing - L<glossary/space> does not get you anywhere.
27- floorbox should show currently open container 27 * possibly look into auto-marking (wiki-style) certain key sequences.
28- make simple inventory filters: most recently added/changed, normal, only unlocked
29- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
30- minor: skill list which shows XP and lets u bind stuff
31- experience
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit)
34- client sometimes crashes on Mapmenu=>Toggle autopickup
35- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
36 28
37should be solved/investigated before 1.0 release: 29should be solved/investigated before 1.0 release:
38- NPC dialog box should have close button which finishes the dialog 30- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
31- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
32- when in history "mode", completer cannot access completions at all
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- offer common options such as use_skill sense xxx etc. in inventory via menu?
35- buttons should support hovering visually
36- notebooks should provide visual feedback (support from button class?)
37- floorbox out-of-screen after resizing (schmorp)
38- identify inventory hover slowness and fix it (schmorp)
39- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
40- playerbook/skills should have sensible tooltips with skill descriptions
41- 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 42- mapmap (overview) - scroll visible area by clicking/dragging
40- binding window and editor layout broken for long recordings => use scroller 43- 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 44- maybe open the help viewer on the first start, or a simple dialog that
42 initially lists keybidings for gcfclient converts. 45 initially lists keybidings for gcfclient converts.
43- maybe support mb4/mb5 on selected widgets to facilitate scrolling
44 (inventory, spell list, messge log...) => marc
45- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 46- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
46- but fullscreen => minimize (alt-esc) => no way to go back [windows]
47- spell list => scroll down => "Pickup" => scrollbar not updated
48- what happened to the dialog being shown when modifiers are pressed, showing 47- what happened to the dialog being shown when modifiers are pressed, showing
49 keybindings for this modifier? 48 keybindings for this modifier?
50- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
51 49
52post-1.0: 50post-1.0:
53- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) 51- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
54 (maybe sth. else causes the slowness, such as database?) 52 (after starting, press quit)
55- currently the font texture cache lacks "memory" (see texcache.c:tc_put) 53- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
56- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 54- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
57 affect neighbouring visible pixels (border bleeding). 55 affect neighbouring visible pixels (border bleeding).
58- examine etc., should use extendeddrawinfo or sth. similar 56- examine etc., should use extendeddrawinfo or sth. similar
59- player list from server for tell etc. commands 57- player list from server for tell etc. commands
60- save only dirty cached maps, and save dirty maps != current map 58- save only dirty cached maps, and save dirty maps != current map
61- look into extendedmapinfo 59- look into extendedmapinfo
62- completer should know more about arguments, e.g. cast summon pet monster, 60- completer should know more about arguments, e.g. cast summon pet monster,
63 or that some commands do not take arguments ("drop all"). 61 or that some commands do not take arguments ("drop all").
64- sliders do not change size after reconfigure. 62- sliders do not change size after reconfigure.
65- enter runmode when cursor-key repeats (maybe not?) 63- enter runmode when cursor-key repeats (maybe not?)
66- cairo/win32 looks like shit (premultiplied alpha bug?)
67 (despite horrendous efforts, this is likely not fixable except by building a custom
68 libcairo for win32).
69 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
70- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
71- performance: use texture collections for upstream server data instead if gobs 65- performance: use texture collections for upstream server data instead if gobs
72 of small textures. 66 of small textures.
67- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
73 68
74TEMPORARY SERVER TODO: 69TEMPORARY SERVER TODO:
75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 70- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
76- palyer peaceful setting should be independen of game peaceful setting 71- palyer peaceful setting should be independen of game peaceful setting
77 (i.e. one should be able to become hostile against guards but still 72 (i.e. one should be able to become hostile against guards but still
78 be peaceful - the palyer peaceful would be toggled by priests and shown 73 be peaceful - the palyer peaceful would be toggled by priests and shown
79 in who, the game peaceful steting would be toggled by the peaceful command 74 in who, the game peaceful steting would be toggled by the peaceful command
80 but not otherwise shown). 75 but not otherwise shown).
81- pippij wants playerstealing to work between hostile players
82- attempt_jump tries to kick jumped-into monster,s but doesn't work 76- attempt_jump tries to kick jumped-into monster,s but doesn't work
83- 1) If you hide, and someone can see you trying to hide, you'll get a 77- 1) If you hide, and someone can see you trying to hide, you'll get a
84 message, even when you can't see that other person. 78 message, even when you can't see that other person.
85- 2) hiding exp is always 1, independant of how difficult it is to hide 79- 2) hiding exp is always 1, independant of how difficult it is to hide
86- 3) jumping into monsters does no damage, even though it's supposed to 80- 3) jumping into monsters does no damage, even though it's supposed to
106 glEnd; 100 glEnd;
107 glDisable GL_BLEND; 101 glDisable GL_BLEND;
108 glDisable GL_TEXTURE_2D; 102 glDisable GL_TEXTURE_2D;
109 } 103 }
110 104
111set_face 4783 => 70
112libpng warning: Ignoring gAMA chunk with gamma=0
113allocating id 71
114OK
115set_face 4782 => 71
116libpng warning: Ignoring gAMA chunk with gamma=0
117allocating id 72
118OK
119set_face 4781 => 72
120libpng warning: Ignoring gAMA chunk with gamma=0
121allocating id 73
122OK
123set_face 4784 => 73
124libpng warning: Ignoring gAMA chunk with gamma=0
125
126 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. 105 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.
127 /*first pass*/ 106 /*first pass*/
128 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 107 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
129 glDepthMask(FALSE); /*disable Z buffer*/ 108 glDepthMask(FALSE); /*disable Z buffer*/
130 if (premultpliedTransparency) 109 if (premultpliedTransparency)

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