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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.139 by root, Mon Jun 5 22:14:57 2006 UTC vs.
Revision 1.255 by root, Tue Mar 13 01:14:03 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- allow inventory window to be stacked vertically, maybe?
712:17 <@schmorp> will have to do that for gce too 9- ganondorf wants the complete to grow, never shrink
812:17 <@schmorp> remind me of it 10- keypad-enter does not do the same as return in text entries
912:17 <@schmorp> qwhen i next bundle it
10 11
11- IMPORTANT: pickup ratio not settable? 12- ice in /whalingoutpost/misc/castle1
12- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 13 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
13 together with removing query dialog altogether. 14- PANGO: create upstream-patch for inclusion into pango
14- IMPORTANT: toggle stats/messgae log window to visible while character creation is active. 15- SERVER: document ext/mapinfo and cfplus.ext
15- IMPORTANT: history for completer (cursor-up) 16- SERVER: memleak like hell: probably event-related? (probably not real)
16- IMPORTANT: bind keys using the completer 17- LONG-TERM: party member health etc. status (needs player list, then trivial)
17- IMPORTANT: map-clicking is still off-by-one randomly 18- LONG-TERM: map landmark labels
18- IMPORTANT: client freezes when applyign savebed due to rebuild_spell_list taking 19- LONG-TERM: player on map name
19 seconds due to repeated calls.
20- IMPORTANT: spell list doens't even remove spells(??)
21 20
21- player speed is only shown as current, not unencumbered max as in gcfclient
22- IMPORTANT: stats during item creation == crash? (reported by Grak)
23- IMPORTANT: server-protocol/upgrade etc.
24- IMPORTANT: good installation instructions/problem faq.
25- IMPORTANT: database creation parameters borked - fix and find upgrad epath
26- FEATURE: beside the floorbox, have a recent inventory items box
27- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
29
22should be solved/investitaged before BETA release: 30should be solved/investigated before 1.0 release:
31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- when in history "mode", completer cannot access completions at all
34- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
35- offer common options such as use_skill sense xxx etc. in inventory via menu?
36- buttons should support hovering visually
37- notebooks should provide visual feedback (support from button class?)
38- floorbox out-of-screen after resizing (schmorp)
39- identify inventory hover slowness and fix it (schmorp)
40- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
41- playerbook/skills should have sensible tooltips with skill descriptions
42- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
43- mapmap (overview) - scroll visible area by clicking/dragging
44- binding window and editor layout broken for long recordings => use scroller
23- maybe open the help viewer on the first start, or a simple dialog that 45- maybe open the help viewer on the first start, or a simple dialog that
24 initially lists keybidings for gcfclient converts. 46 initially lists keybidings for gcfclient converts.
25- add a "serve rinfo" setup page that tells you what the server supports 47- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
26 and more importantly what it does not support. 48- what happened to the dialog being shown when modifiers are pressed, showing
27- put metaserver list into scrolled viewport, move Use button to back, 49 keybindings for this modifier?
28 add tooltips, close together with setup dialog or even notebook page 50
29 becoming invisible. 51post-1.0:
30- message log/textview flickers on update.
31- binding window and editor layout broken for long recordings
32- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction
33 (use popups, not buttons)
34- minor: skill list which shows XP and lets u bind stuff
35- adding another notebook page "Debug" that sets debnugging flags might or
36 might not help tracking down bugs in the field?
37- log messages received and commands sent to ~/.crossfire/log.$ip
38- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 52- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
39 (after starting, press quit) 53 (after starting, press quit)
40- mapmap (overview) - scroll visible area by clicking/dragging 54- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
41- maybe move window managing functionality into toplevel: better window management (graphical feedback) 55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
42- the player weight somehow updates strangely when dropping/picking up 56 affect neighbouring visible pixels (border bleeding).
43 (update: is this still the case?) 57- examine etc., should use extendeddrawinfo or sth. similar
44 58- player list from server for tell etc. commands
45should be solved/investigated before 1.0 release: 59- save only dirty cached maps, and save dirty maps != current map
46- slider e.g. in setup/Spells is not updated when becoming visible 60- look into extendedmapinfo
47- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
48- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
49- enter runmode when cursor-key repeats (maybe not?)
50- better focus management: put focus onto active windows, remove it again later
51 (mainly to speed up gui interaction when map isn't important).
52- cairo/win32 looks like shit (premultiplied alpha bug?)
53 (despite horrendous efforts, this is likely not fixable except by building a custom
54 libcairo for win32).
55 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
56- the binding editor should have a append-record mode or something like that
57- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
58 and add column titles (also for other tables like inventory and bindings)
59- sliders do not change size after reconfigure.
60- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
61- investigate fill widget option.
62- win32, fow_tetxure sometimes nukes other textures
63 (mostly fixed, but still there: displays list and texture uploads do not go well together)
64- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
65- completer should know more about arguments, e.g. cast summon pet monster, 61- completer should know more about arguments, e.g. cast summon pet monster,
66 or that some commands do not take arguments ("drop all"). 62 or that some commands do not take arguments ("drop all").
67- textview should not snap to bottom on resize. 63- sliders do not change size after reconfigure.
68- alt+cursor == diagonal 64- enter runmode when cursor-key repeats (maybe not?)
69- look into extendedmapinfo
70- save only dirty cached maps, and save dirty maps != current map
71- try to synchronize local animation speed with server updates to save on screen refreshes.
72- player list from server for tell etc. commands
73- examine etc., should use extendeddrawinfo or sth. similar
74- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 65- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
75- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
76- performance: use texture collections for upstream server data instead if gobs 66- performance: use texture collections for upstream server data instead if gobs
77 of small textures. 67 of small textures.
78- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 68- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
79 affect neighbouring visible pixels (border bleeding).
80- pango fontsize measure and decrease to achieve real pixel height
81 69
82TEMPORARY SERVER TODO: 70TEMPORARY SERVER TODO:
71- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
83- palyer peaceful setting should be independen of game peaceful setting 72- palyer peaceful setting should be independen of game peaceful setting
84 (i.e. one should be able to become hostile against guards but still 73 (i.e. one should be able to become hostile against guards but still
85 be peaceful - the palyer peaceful would be toggled by priests and shown 74 be peaceful - the palyer peaceful would be toggled by priests and shown
86 in who, the game peaceful steting would be toggled by the peaceful command 75 in who, the game peaceful steting would be toggled by the peaceful command
87 but not otherwise shown). 76 but not otherwise shown).
88- pippij wants playerstealing to work between hostile players
89- attempt_jump tries to kick jumped-into monster,s but doesn't work 77- attempt_jump tries to kick jumped-into monster,s but doesn't work
90- 1) If you hide, and someone can see you trying to hide, you'll get a 78- 1) If you hide, and someone can see you trying to hide, you'll get a
91 message, even when you can't see that other person. 79 message, even when you can't see that other person.
92- 2) hiding exp is always 1, independant of how difficult it is to hide 80- 2) hiding exp is always 1, independant of how difficult it is to hide
93- 3) jumping into monsters does no damage, even though it's supposed to 81- 3) jumping into monsters does no damage, even though it's supposed to
94 be an attack (mentioned before). You also get no exp for this 82 be an attack (mentioned before). You also get no exp for this
95- 10) (feature request): bug/typo/idea commands to automatically log 83- 10) (feature request): bug/typo/idea commands to automatically log
96 your comments, with the mentioning of the current map (and perhaps an 84 your comments, with the mentioning of the current map (and perhaps an
97 item, if you do 'bug <item>'). 85 item, if you do 'bug <item>').
98 86
99set_face 4783 => 70 87
100libpng warning: Ignoring gAMA chunk with gamma=0 88 #TODO#d# display texture cache
101allocating id 71 89 {
102OK 90 glEnable GL_TEXTURE_2D;
103set_face 4782 => 71 91 glBindTexture GL_TEXTURE_2D, 41;
104libpng warning: Ignoring gAMA chunk with gamma=0 92 glColor 1, 1, 1, 1;
105allocating id 72 93 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
106OK 94 glEnable GL_BLEND;
107set_face 4781 => 72 95 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
108libpng warning: Ignoring gAMA chunk with gamma=0 96 glBegin GL_QUADS;
109allocating id 73 97 glTexCoord 0,1; glVertex 0,0;
110OK 98 glTexCoord 1,1; glVertex 255,0;
111set_face 4784 => 73 99 glTexCoord 1,0; glVertex 255,255;
112libpng warning: Ignoring gAMA chunk with gamma=0 100 glTexCoord 0,0; glVertex 0,255;
101 glEnd;
102 glDisable GL_BLEND;
103 glDisable GL_TEXTURE_2D;
104 }
113 105
114 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. 106 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.
115 /*first pass*/ 107 /*first pass*/
116 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 108 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
117 glDepthMask(FALSE); /*disable Z buffer*/ 109 glDepthMask(FALSE); /*disable Z buffer*/

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